Core: Allow for disabling graphics backends.

Mainly for Vulkan, since sometimes even mobile drivers crash when we ask.
This at least provides options.

Also centralizes support checks.
This commit is contained in:
Unknown W. Brackets 2019-06-22 11:48:36 -07:00
parent df6c5f38dc
commit 504acf15de
5 changed files with 82 additions and 39 deletions

View file

@ -68,8 +68,6 @@
#include "Windows/W32Util/ShellUtil.h"
#endif
extern bool VulkanMayBeAvailable();
GameSettingsScreen::GameSettingsScreen(std::string gamePath, std::string gameID, bool editThenRestore)
: UIDialogScreenWithGameBackground(gamePath), gameID_(gameID), enableReports_(false), editThenRestore_(editThenRestore) {
lastVertical_ = UseVerticalLayout();
@ -199,26 +197,17 @@ void GameSettingsScreen::CreateViews() {
static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan" };
PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), gr->GetName(), screenManager()));
renderingBackendChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingBackend);
#if !PPSSPP_PLATFORM(WINDOWS)
renderingBackendChoice->HideChoice(1); // D3D9
renderingBackendChoice->HideChoice(2); // D3D11
#else
#if !PPSSPP_API(ANY_GL)
renderingBackendChoice->HideChoice(0); // OpenGL
#endif
if (!DoesVersionMatchWindows(6, 0, 0, 0, true)) {
// Hide the D3D11 choice if Windows version is older than Windows Vista.
renderingBackendChoice->HideChoice(2); // D3D11
}
#endif
bool vulkanAvailable = false;
#ifndef IOS
vulkanAvailable = VulkanMayBeAvailable();
#endif
if (!vulkanAvailable) {
renderingBackendChoice->HideChoice(3);
}
if (!g_Config.IsBackendEnabled(GPUBackend::OPENGL))
renderingBackendChoice->HideChoice((int)GPUBackend::OPENGL);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D9))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D9);
if (!g_Config.IsBackendEnabled(GPUBackend::DIRECT3D11))
renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D11);
if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN))
renderingBackendChoice->HideChoice((int)GPUBackend::VULKAN);
#endif
Draw::DrawContext *draw = screenManager()->getDrawContext();
// Backends that don't allow a device choice will only expose one device.