Frontends: Pick best render API based on renderer
Stops unnecessary display recreation in big picture UI.
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@@ -7,7 +7,7 @@
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class ShaderGen
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{
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public:
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ShaderGen(HostDisplay::RenderAPI render_api, bool supports_dual_source_blend);
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ShaderGen(RenderAPI render_api, bool supports_dual_source_blend);
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~ShaderGen();
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static bool UseGLSLBindingLayout();
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@@ -19,7 +19,7 @@ public:
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std::string GenerateSampleFragmentShader();
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protected:
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ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == HostDisplay::RenderAPI::Vulkan); }
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ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == RenderAPI::Vulkan); }
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const char* GetInterpolationQualifier(bool interface_block, bool centroid_interpolation, bool sample_interpolation,
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bool is_out) const;
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@@ -45,7 +45,7 @@ protected:
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
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bool msaa = false, bool ssaa = false, bool declare_sample_id = false);
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HostDisplay::RenderAPI m_render_api;
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RenderAPI m_render_api;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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