Settings: Default to D3D11 renderer on Windows
This point it's less buggy and slightly more performant.
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@ -513,7 +513,7 @@ void HostInterface::SetDefaultSettings()
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m_settings.speed_limiter_enabled = true;
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m_settings.start_paused = false;
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m_settings.gpu_renderer = GPURenderer::HardwareOpenGL;
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m_settings.gpu_renderer = Settings::DEFAULT_GPU_RENDERER;
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m_settings.gpu_resolution_scale = 1;
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m_settings.gpu_true_color = true;
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m_settings.gpu_texture_filtering = false;
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@ -16,8 +16,8 @@ void Settings::Load(SettingsInterface& si)
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cpu_execution_mode = ParseCPUExecutionMode(si.GetStringValue("CPU", "ExecutionMode", "Interpreter").c_str())
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.value_or(CPUExecutionMode::Interpreter);
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gpu_renderer =
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ParseRendererName(si.GetStringValue("GPU", "Renderer", "OpenGL").c_str()).value_or(GPURenderer::HardwareOpenGL);
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gpu_renderer = ParseRendererName(si.GetStringValue("GPU", "Renderer", GetRendererName(DEFAULT_GPU_RENDERER)).c_str())
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.value_or(DEFAULT_GPU_RENDERER);
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gpu_resolution_scale = static_cast<u32>(si.GetIntValue("GPU", "ResolutionScale", 1));
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gpu_true_color = si.GetBoolValue("GPU", "TrueColor", false);
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gpu_texture_filtering = si.GetBoolValue("GPU", "TextureFiltering", false);
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@ -98,4 +98,11 @@ struct Settings
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static std::optional<ControllerType> ParseControllerTypeName(const char* str);
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static const char* GetControllerTypeName(ControllerType type);
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static const char* GetControllerTypeDisplayName(ControllerType type);
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// Default to D3D11 on Windows as it's more performant and at this point, less buggy.
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#ifdef WIN32
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static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareD3D11;
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#else
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static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareOpenGL;
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#endif
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};
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