Core: Add Vulkan renderer types

This commit is contained in:
Connor McLaughlin 2020-06-19 00:18:14 +10:00
parent 1399e95b77
commit 3cd5b7ae74
4 changed files with 7 additions and 4 deletions

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@ -1,4 +1,5 @@
#pragma once
#include "types.h"
// Contains the information required to create a graphics context in a window.
struct WindowInfo

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@ -24,6 +24,7 @@ public:
{
None,
D3D11,
Vulkan,
OpenGL,
OpenGLES
};

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@ -313,16 +313,16 @@ const char* Settings::GetCPUExecutionModeDisplayName(CPUExecutionMode mode)
return s_cpu_execution_mode_display_names[static_cast<u8>(mode)];
}
static std::array<const char*, 3> s_gpu_renderer_names = {{
static std::array<const char*, 4> s_gpu_renderer_names = {{
#ifdef WIN32
"D3D11",
#endif
"OpenGL", "Software"}};
static std::array<const char*, 3> s_gpu_renderer_display_names = {{
"Vulkan", "OpenGL", "Software"}};
static std::array<const char*, 4> s_gpu_renderer_display_names = {{
#ifdef WIN32
"Hardware (D3D11)",
#endif
"Hardware (OpenGL)", "Software"}};
"Hardware (Vulkan)", "Hardware (OpenGL)", "Software"}};
std::optional<GPURenderer> Settings::ParseRendererName(const char* str)
{

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@ -53,6 +53,7 @@ enum class GPURenderer : u8
#ifdef WIN32
HardwareD3D11,
#endif
HardwareVulkan,
HardwareOpenGL,
Software,
Count