Core: Add Vulkan renderer types
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@ -1,4 +1,5 @@
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#pragma once
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#pragma once
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#include "types.h"
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// Contains the information required to create a graphics context in a window.
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// Contains the information required to create a graphics context in a window.
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struct WindowInfo
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struct WindowInfo
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@ -24,6 +24,7 @@ public:
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{
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{
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None,
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None,
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D3D11,
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D3D11,
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Vulkan,
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OpenGL,
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OpenGL,
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OpenGLES
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OpenGLES
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};
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};
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@ -313,16 +313,16 @@ const char* Settings::GetCPUExecutionModeDisplayName(CPUExecutionMode mode)
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return s_cpu_execution_mode_display_names[static_cast<u8>(mode)];
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return s_cpu_execution_mode_display_names[static_cast<u8>(mode)];
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}
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}
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static std::array<const char*, 3> s_gpu_renderer_names = {{
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static std::array<const char*, 4> s_gpu_renderer_names = {{
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#ifdef WIN32
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#ifdef WIN32
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"D3D11",
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"D3D11",
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#endif
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#endif
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"OpenGL", "Software"}};
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"Vulkan", "OpenGL", "Software"}};
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static std::array<const char*, 3> s_gpu_renderer_display_names = {{
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static std::array<const char*, 4> s_gpu_renderer_display_names = {{
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#ifdef WIN32
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#ifdef WIN32
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"Hardware (D3D11)",
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"Hardware (D3D11)",
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#endif
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#endif
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"Hardware (OpenGL)", "Software"}};
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"Hardware (Vulkan)", "Hardware (OpenGL)", "Software"}};
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std::optional<GPURenderer> Settings::ParseRendererName(const char* str)
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std::optional<GPURenderer> Settings::ParseRendererName(const char* str)
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{
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{
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@ -53,6 +53,7 @@ enum class GPURenderer : u8
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#ifdef WIN32
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#ifdef WIN32
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HardwareD3D11,
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HardwareD3D11,
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#endif
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#endif
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HardwareVulkan,
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HardwareOpenGL,
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HardwareOpenGL,
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Software,
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Software,
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Count
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Count
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