GL fixes
This commit is contained in:
parent
a09ef8d4f6
commit
df651e4c90
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@ -478,6 +478,10 @@ bool D3D11Device::CreateDevice(const std::string_view& adapter)
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if (m_window_info.type != WindowInfo::Type::Surfaceless && !CreateSwapChain())
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return false;
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// Render a frame as soon as possible to clear out whatever was previously being displayed.
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m_context->ClearRenderTargetView(m_swap_chain_rtv.Get(), s_clear_color.data());
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m_swap_chain->Present(0, m_using_allow_tearing ? DXGI_PRESENT_ALLOW_TEARING : 0);
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if (!CreateBuffers())
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return false;
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@ -471,7 +471,7 @@ void GPUDevice::RenderImGui()
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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DebugAssert(!pcmd->UserCallback);
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if (pcmd->ElemCount == 0 || pcmd->ClipRect.z <= pcmd->ClipRect.x || pcmd->ClipRect.w <= pcmd->ClipRect.x)
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if (pcmd->ElemCount == 0 || pcmd->ClipRect.z <= pcmd->ClipRect.x || pcmd->ClipRect.w <= pcmd->ClipRect.y)
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continue;
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SetScissor(static_cast<s32>(pcmd->ClipRect.x), static_cast<s32>(pcmd->ClipRect.y),
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@ -407,6 +407,7 @@ class GPUDevice
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{
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public:
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// TODO: drop virtuals
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// TODO: make windowinfo use GPUTexture format
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using DrawIndex = u16;
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struct Features
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@ -143,6 +143,8 @@ bool MetalDevice::CreateDevice(const std::string_view& adapter, bool debug_devic
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CreateCommandBuffer();
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Panic("Render blank frame!");
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if (!CreateBuffers())
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{
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Log_ErrorPrintf("Failed to create buffers.");
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@ -317,6 +317,10 @@ bool OpenGLDevice::CreateDevice(const std::string_view& adapter)
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}
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#endif
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SetSwapInterval();
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if (HasSurface())
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RenderBlankFrame();
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OpenGLTexture::s_use_pbo_for_uploads = true;
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if (m_gl_context->IsGLES())
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{
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@ -453,7 +457,7 @@ bool OpenGLDevice::UpdateWindow()
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{
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// reset vsync rate, since it (usually) gets lost
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SetSwapInterval();
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// TODO RenderBlankFrame();
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RenderBlankFrame();
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}
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return true;
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@ -489,6 +493,17 @@ void OpenGLDevice::SetSwapInterval()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
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}
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void OpenGLDevice::RenderBlankFrame()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_gl_context->SwapBuffers();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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glEnable(GL_SCISSOR_TEST);
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}
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GPUDevice::AdapterAndModeList OpenGLDevice::GetAdapterAndModeList()
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{
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AdapterAndModeList aml;
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@ -595,7 +610,13 @@ bool OpenGLDevice::BeginPresent(bool skip_present)
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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const Common::Rectangle<s32> window_rc =
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Common::Rectangle<s32>::FromExtents(0, 0, m_window_info.surface_width, m_window_info.surface_height);
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m_current_framebuffer = nullptr;
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m_last_viewport = window_rc;
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m_last_scissor = window_rc;
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UpdateViewport();
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UpdateScissor();
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return true;
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}
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@ -612,48 +633,6 @@ void OpenGLDevice::EndPresent()
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KickTimestampQuery();
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}
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#if 0
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void OpenGLDevice::RenderDisplay(s32 left, s32 bottom, s32 width, s32 height, OpenGLTexture* texture,
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s32 texture_view_x, s32 texture_view_y, s32 texture_view_width,
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s32 texture_view_height, bool linear_filter)
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{
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glViewport(left, bottom, width, height);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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texture->Bind();
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const bool linear = IsUsingLinearFiltering();
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if (!m_use_gles2_draw_path)
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{
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const float position_adjust = linear ? 0.5f : 0.0f;
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const float size_adjust = linear ? 1.0f : 0.0f;
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const float flip_adjust = (texture_view_height < 0) ? -1.0f : 1.0f;
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m_display_program.Uniform4f(
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0, (static_cast<float>(texture_view_x) + position_adjust) / static_cast<float>(texture->GetWidth()),
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(static_cast<float>(texture_view_y) + (position_adjust * flip_adjust)) / static_cast<float>(texture->GetHeight()),
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(static_cast<float>(texture_view_width) - size_adjust) / static_cast<float>(texture->GetWidth()),
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(static_cast<float>(texture_view_height) - (size_adjust * flip_adjust)) /
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static_cast<float>(texture->GetHeight()));
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glBindSampler(0, linear_filter ? m_display_linear_sampler : m_display_nearest_sampler);
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glBindVertexArray(m_display_vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindSampler(0, 0);
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}
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else
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{
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texture->SetLinearFilter(linear_filter);
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DrawFullscreenQuadES2(m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
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m_display_texture_view_height, texture->GetWidth(), texture->GetHeight());
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}
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}
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#endif
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void OpenGLDevice::CreateTimestampQueries()
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{
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const bool gles = m_gl_context->IsGLES();
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@ -834,23 +813,13 @@ void OpenGLDevice::UnbindPipeline(const OpenGLPipeline* pl)
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}
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}
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void OpenGLDevice::PreDrawCheck()
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{
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DebugAssert(m_current_pipeline);
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if (m_current_framebuffer)
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CommitClear(m_current_framebuffer);
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}
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void OpenGLDevice::Draw(u32 vertex_count, u32 base_vertex)
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{
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PreDrawCheck();
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glDrawArrays(m_current_pipeline->GetTopology(), base_vertex, vertex_count);
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}
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void OpenGLDevice::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
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{
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PreDrawCheck();
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const void* indices = reinterpret_cast<const void*>(static_cast<uintptr_t>(base_index) * sizeof(u16));
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glDrawElementsBaseVertex(m_current_pipeline->GetTopology(), index_count, GL_UNSIGNED_SHORT, indices, base_vertex);
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}
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@ -907,9 +876,17 @@ void OpenGLDevice::SetFramebuffer(GPUFramebuffer* fb)
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if (m_current_framebuffer == fb)
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return;
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// TODO: maybe move clear check here? gets rid of the per-draw overhead
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m_current_framebuffer = static_cast<OpenGLFramebuffer*>(fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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OpenGLFramebuffer* FB = static_cast<OpenGLFramebuffer*>(fb);
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const bool prev_was_window = (m_current_framebuffer == nullptr);
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const bool new_is_window = (FB == nullptr);
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m_current_framebuffer = FB;
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FB ? FB->GetGLId() : 0);
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if (prev_was_window != new_is_window)
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{
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UpdateViewport();
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UpdateScissor();
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}
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}
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void OpenGLDevice::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler)
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@ -957,14 +934,56 @@ void OpenGLDevice::SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer)
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void OpenGLDevice::SetViewport(s32 x, s32 y, s32 width, s32 height)
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{
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// TODO: cache this
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// TODO: lower-left origin flip for window fb?
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glViewport(x, y, width, height);
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const Common::Rectangle<s32> rc = Common::Rectangle<s32>::FromExtents(x, y, width, height);
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if (m_last_viewport == rc)
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return;
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m_last_viewport = rc;
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UpdateViewport();
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}
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void OpenGLDevice::SetScissor(s32 x, s32 y, s32 width, s32 height)
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{
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// TODO: cache this
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// TODO: lower-left origin flip for window fb?
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const Common::Rectangle<s32> rc = Common::Rectangle<s32>::FromExtents(x, y, width, height);
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if (m_last_scissor == rc)
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return;
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m_last_scissor = rc;
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UpdateScissor();
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}
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std::tuple<s32, s32, s32, s32> OpenGLDevice::GetFlippedViewportScissor(const Common::Rectangle<s32>& rc) const
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{
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// Only when rendering to window framebuffer.
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// We draw everything else upside-down.
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s32 x, y, width, height;
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if (!m_current_framebuffer)
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{
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const s32 sh = static_cast<s32>(m_window_info.surface_height);
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const s32 rh = rc.GetHeight();
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x = rc.left;
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y = sh - rc.top - rh;
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width = rc.GetWidth();
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height = rh;
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}
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else
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{
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x = rc.left;
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y = rc.top;
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width = rc.GetWidth();
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height = rc.GetHeight();
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}
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return std::tie(x, y, width, height);
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}
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void OpenGLDevice::UpdateViewport()
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{
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const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_viewport);
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glViewport(x, y, width, height);
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}
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void OpenGLDevice::UpdateScissor()
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{
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const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_scissor);
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glScissor(x, y, width, height);
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}
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@ -12,8 +12,9 @@
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#include "postprocessing_chain.h"
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#include <memory>
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#include <tuple>
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#include "common/timer.h"
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#include "common/rectangle.h"
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#include "common/window_info.h"
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// TODO: build a cache for programs on top of the pipeline cache idea
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@ -124,6 +125,10 @@ public:
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void UnbindPipeline(const OpenGLPipeline* pl);
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protected:
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bool CreateDevice(const std::string_view& adapter) override;
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void DestroyDevice() override;
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private:
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static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
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static constexpr GLenum UPDATE_TEXTURE_UNIT = GL_TEXTURE8;
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@ -133,45 +138,45 @@ protected:
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static constexpr u32 UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
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static constexpr u32 TEXTURE_STREAM_BUFFER_SIZE = 16 * 1024 * 1024;
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// TODO: pass in file instead of blob for pipeline cache
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OpenGLPipeline::VertexArrayCache m_vao_cache;
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OpenGLPipeline::ProgramCache m_program_cache;
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bool CreateDevice(const std::string_view& adapter) override;
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void DestroyDevice() override;
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bool CheckFeatures();
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bool CreateBuffers();
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void DestroyBuffers();
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void SetSwapInterval();
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void RenderBlankFrame();
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std::tuple<s32, s32, s32, s32> GetFlippedViewportScissor(const Common::Rectangle<s32>& rc) const;
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void UpdateViewport();
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void UpdateScissor();
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void CreateTimestampQueries();
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void DestroyTimestampQueries();
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void PopTimestampQuery();
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void KickTimestampQuery();
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bool CheckFeatures();
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void PreDrawCheck();
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std::unique_ptr<GL::Context> m_gl_context;
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std::unique_ptr<OpenGLFramebuffer> m_window_framebuffer;
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GLuint m_uniform_buffer_alignment = 1;
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std::unique_ptr<OpenGLStreamBuffer> m_vertex_buffer;
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std::unique_ptr<OpenGLStreamBuffer> m_index_buffer;
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std::unique_ptr<OpenGLStreamBuffer> m_uniform_buffer;
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std::unique_ptr<OpenGLStreamBuffer> m_texture_stream_buffer;
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// TODO: pass in file instead of blob for pipeline cache
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OpenGLPipeline::VertexArrayCache m_vao_cache;
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OpenGLPipeline::ProgramCache m_program_cache;
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// VAO cache - fixed max as key
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GPUPipeline::RasterizationState m_last_rasterization_state = {};
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GPUPipeline::DepthState m_last_depth_state = {};
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GPUPipeline::BlendState m_last_blend_state = {};
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GLuint m_uniform_buffer_alignment = 1;
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GLuint m_last_program = 0;
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GLuint m_last_vao = 0;
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u32 m_last_texture_unit = 0;
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std::array<std::pair<GLuint, GLuint>, MAX_TEXTURE_SAMPLERS> m_last_samplers = {};
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Common::Rectangle<s32> m_last_viewport{0, 0, 1, 1};
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Common::Rectangle<s32> m_last_scissor{0, 0, 1, 1};
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// Misc framebuffers
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GLuint m_read_fbo = 0;
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@ -490,6 +490,7 @@ ALWAYS_INLINE static void ApplyBlendState(const GPUPipeline::BlendState& bs)
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}};
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// TODO: driver bugs
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// TODO: rdoc and look for redundant calls
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bs.enable ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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@ -46,6 +46,41 @@ ALWAYS_INLINE static bool ShouldDisableColorPerspective()
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return g_settings.gpu_pgxp_enable && g_settings.gpu_pgxp_texture_correction && !g_settings.gpu_pgxp_color_correction;
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}
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namespace {
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class ShaderCompileProgressTracker
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{
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public:
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ShaderCompileProgressTracker(std::string title, u32 total)
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: m_title(std::move(title)), m_min_time(Common::Timer::ConvertSecondsToValue(1.0)),
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m_update_interval(Common::Timer::ConvertSecondsToValue(0.1)), m_start_time(Common::Timer::GetCurrentValue()),
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m_last_update_time(0), m_progress(0), m_total(total)
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{
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}
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~ShaderCompileProgressTracker() = default;
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void Increment()
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{
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m_progress++;
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const u64 tv = Common::Timer::GetCurrentValue();
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if ((tv - m_start_time) >= m_min_time && (tv - m_last_update_time) >= m_update_interval)
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{
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Host::DisplayLoadingScreen(m_title.c_str(), 0, static_cast<int>(m_total), static_cast<int>(m_progress));
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m_last_update_time = tv;
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}
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}
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private:
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std::string m_title;
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u64 m_min_time;
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u64 m_update_interval;
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u64 m_start_time;
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u64 m_last_update_time;
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u32 m_progress;
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u32 m_total;
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};
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} // namespace
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GPU_HW::GPU_HW() : GPU()
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{
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m_vram_ptr = m_vram_shadow.data();
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@ -2361,6 +2396,7 @@ void GPU_HW::UpdateDisplay()
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}
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else
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{
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// TODO: use a dynamically sized texture
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g_gpu_device->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height,
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m_crtc_state.display_origin_left, m_crtc_state.display_origin_top,
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m_crtc_state.display_vram_width, m_crtc_state.display_vram_height,
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@ -2610,25 +2646,6 @@ void GPU_HW::DrawRendererStats(bool is_idle_frame)
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}
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}
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GPU_HW::ShaderCompileProgressTracker::ShaderCompileProgressTracker(std::string title, u32 total)
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: m_title(std::move(title)), m_min_time(Common::Timer::ConvertSecondsToValue(1.0)),
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m_update_interval(Common::Timer::ConvertSecondsToValue(0.1)), m_start_time(Common::Timer::GetCurrentValue()),
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m_last_update_time(0), m_progress(0), m_total(total)
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{
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}
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void GPU_HW::ShaderCompileProgressTracker::Increment()
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{
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m_progress++;
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const u64 tv = Common::Timer::GetCurrentValue();
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if ((tv - m_start_time) >= m_min_time && (tv - m_last_update_time) >= m_update_interval)
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{
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Host::DisplayLoadingScreen(m_title.c_str(), 0, static_cast<int>(m_total), static_cast<int>(m_progress));
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m_last_update_time = tv;
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}
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}
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std::unique_ptr<GPU> GPU::CreateHardwareRenderer()
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{
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std::unique_ptr<GPU_HW> gpu(std::make_unique<GPU_HW>());
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@ -184,23 +184,6 @@ protected:
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u32 num_uniform_buffer_updates;
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};
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class ShaderCompileProgressTracker
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{
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public:
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ShaderCompileProgressTracker(std::string title, u32 total);
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void Increment();
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private:
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std::string m_title;
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u64 m_min_time;
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u64 m_update_interval;
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u64 m_start_time;
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u64 m_last_update_time;
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u32 m_progress;
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u32 m_total;
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};
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static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
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{
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return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
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@ -477,7 +477,10 @@ void Host::DisplayLoadingScreen(const char* message, int progress_min /*= -1*/,
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}
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ImGui::End();
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ImGui::SetNextWindowSize(ImVec2(width, (has_progress ? 50.0f : 30.0f) * scale), ImGuiCond_Always);
|
||||
const float padding_and_rounding = 15.0f * scale;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, padding_and_rounding);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(padding_and_rounding, padding_and_rounding));
|
||||
ImGui::SetNextWindowSize(ImVec2(width, (has_progress ? 80.0f : 50.0f) * scale), ImGuiCond_Always);
|
||||
ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, (io.DisplaySize.y * 0.5f) + (100.0f * scale)),
|
||||
ImGuiCond_Always, ImVec2(0.5f, 0.0f));
|
||||
if (ImGui::Begin("LoadingScreen", nullptr,
|
||||
|
@ -487,7 +490,17 @@ void Host::DisplayLoadingScreen(const char* message, int progress_min /*= -1*/,
|
|||
{
|
||||
if (has_progress)
|
||||
{
|
||||
ImGui::Text("%s: %d/%d", message, progress_value, progress_max);
|
||||
ImGui::TextUnformatted(message);
|
||||
|
||||
TinyString buf;
|
||||
buf.Fmt("{}/{}", progress_value, progress_max);
|
||||
|
||||
const ImVec2 prog_size = ImGui::CalcTextSize(buf.GetCharArray(), buf.GetCharArray() + buf.GetLength());
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(width - padding_and_rounding - prog_size.x);
|
||||
ImGui::TextUnformatted(buf.GetCharArray(), buf.GetCharArray() + buf.GetLength());
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 5.0f);
|
||||
|
||||
ImGui::ProgressBar(static_cast<float>(progress_value) / static_cast<float>(progress_max - progress_min),
|
||||
ImVec2(-1.0f, 0.0f), "");
|
||||
Log_InfoPrintf("%s: %d/%d", message, progress_value, progress_max);
|
||||
|
@ -501,6 +514,7 @@ void Host::DisplayLoadingScreen(const char* message, int progress_min /*= -1*/,
|
|||
}
|
||||
}
|
||||
ImGui::End();
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
ImGui::EndFrame();
|
||||
g_gpu_device->Render(false);
|
||||
|
|
|
@ -407,9 +407,9 @@ void ImGuiManager::DrawPerformanceOverlay()
|
|||
|
||||
void ImGuiManager::DrawEnhancementsOverlay()
|
||||
{
|
||||
// TODO: Fix device type name
|
||||
LargeString text;
|
||||
text.AppendFmtString("{} {}", Settings::GetConsoleRegionName(System::GetRegion()),
|
||||
text.AppendFmtString("{} {}-{}", Settings::GetConsoleRegionName(System::GetRegion()),
|
||||
GPUDevice::RenderAPIToString(g_gpu_device->GetRenderAPI()),
|
||||
g_gpu->IsHardwareRenderer() ? "HW" : "SW");
|
||||
|
||||
if (g_settings.rewind_enable)
|
||||
|
|
Loading…
Reference in New Issue