ConfigManager: Convert GPUDeterminismMode into an enum class
Makes the values strongly-typed and gets more identifiers out of the global namespace. We are forced to use anything that is not "None" to mean none, because X11 is garbage in that it has: \#define None 0L Because clearly no one else will ever want to use that identifier for anything in their own code (and is why you should prefix literally any and all preprocessor macros you expose to library users in public headers).
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@ -203,14 +203,14 @@ static ConfigCache config_cache;
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static GPUDeterminismMode ParseGPUDeterminismMode(const std::string& mode)
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{
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if (mode == "auto")
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return GPU_DETERMINISM_AUTO;
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return GPUDeterminismMode::Auto;
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if (mode == "none")
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return GPU_DETERMINISM_NONE;
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return GPUDeterminismMode::Disabled;
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if (mode == "fake-completion")
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return GPU_DETERMINISM_FAKE_COMPLETION;
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return GPUDeterminismMode::FakeCompletion;
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NOTICE_LOG(BOOT, "Unknown GPU determinism mode %s", mode.c_str());
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return GPU_DETERMINISM_AUTO;
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return GPUDeterminismMode::Auto;
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}
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// Boot the ISO or file
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@ -37,6 +37,8 @@ namespace PowerPC
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enum class CPUCore;
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} // namespace PowerPC
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struct BootParameters;
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// DSP Backend Types
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#define BACKEND_NULLSOUND _trans("No Audio Output")
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#define BACKEND_ALSA "ALSA"
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@ -47,17 +49,15 @@ enum class CPUCore;
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#define BACKEND_OPENSLES "OpenSLES"
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#define BACKEND_WASAPI "WASAPI (Exclusive Mode)"
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enum GPUDeterminismMode
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enum class GPUDeterminismMode
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{
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GPU_DETERMINISM_AUTO,
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GPU_DETERMINISM_NONE,
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Auto,
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Disabled,
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// This is currently the only mode. There will probably be at least
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// one more at some point.
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GPU_DETERMINISM_FAKE_COMPLETION,
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FakeCompletion,
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};
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struct BootParameters;
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struct SConfig
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{
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// Wii Devices
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@ -498,13 +498,13 @@ void UpdateWantDeterminism(bool want)
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bool gpu_thread = false;
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switch (param.m_GPUDeterminismMode)
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{
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case GPU_DETERMINISM_AUTO:
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case GPUDeterminismMode::Auto:
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gpu_thread = want;
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break;
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case GPU_DETERMINISM_NONE:
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case GPUDeterminismMode::Disabled:
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gpu_thread = false;
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break;
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case GPU_DETERMINISM_FAKE_COMPLETION:
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case GPUDeterminismMode::FakeCompletion:
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gpu_thread = true;
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break;
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}
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