Merge pull request #3909 from phire/Adapter_name_for_opengl

analytics: Report OpenGL's adapter name too.
This commit is contained in:
Chris Burgener 2016-06-20 09:07:41 -04:00 committed by GitHub
commit bb15468c90
3 changed files with 10 additions and 0 deletions

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@ -219,6 +219,10 @@ void DolphinAnalytics::MakePerGameBuilder()
{ {
builder.AddData("gpu-adapter", g_Config.backend_info.Adapters[g_Config.iAdapter]); builder.AddData("gpu-adapter", g_Config.backend_info.Adapters[g_Config.iAdapter]);
} }
else if (!g_Config.backend_info.AdapterName.empty())
{
builder.AddData("gpu-adapter", g_Config.backend_info.AdapterName);
}
builder.AddData("gpu-has-exclusive-fullscreen", g_Config.backend_info.bSupportsExclusiveFullscreen); builder.AddData("gpu-has-exclusive-fullscreen", g_Config.backend_info.bSupportsExclusiveFullscreen);
builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend); builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend);
builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart); builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);

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@ -404,6 +404,9 @@ Renderer::Renderer()
} }
} }
// Copy the GPU name to g_Config, so Analytics can see it.
g_Config.backend_info.AdapterName = g_ogl_config.gl_renderer;
g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended") || g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended") ||
GLExtensions::Supports("GL_EXT_blend_func_extended"); GLExtensions::Supports("GL_EXT_blend_func_extended");
g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) && g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&

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@ -156,6 +156,9 @@ struct VideoConfig final
std::vector<std::string> PPShaders; // post-processing shaders std::vector<std::string> PPShaders; // post-processing shaders
std::vector<std::string> AnaglyphShaders; // anaglyph shaders std::vector<std::string> AnaglyphShaders; // anaglyph shaders
// TODO: merge AdapterName and Adapters array
std::string AdapterName; // for OpenGL
bool bSupportsExclusiveFullscreen; bool bSupportsExclusiveFullscreen;
bool bSupportsDualSourceBlend; bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart; bool bSupportsPrimitiveRestart;