Settings: Add GPU adapter option and hook up to D3D11/Vulkan
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@ -1,9 +1,9 @@
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#include "mainwindow.h"
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#include "aboutdialog.h"
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#include "common/assert.h"
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#include "core/game_list.h"
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#include "core/settings.h"
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#include "core/system.h"
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#include "aboutdialog.h"
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#include "gamelistsettingswidget.h"
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#include "gamelistwidget.h"
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#include "gamepropertiesdialog.h"
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@ -69,7 +69,8 @@ bool MainWindow::confirmMessage(const QString& message)
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return (result == QMessageBox::Yes);
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}
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void MainWindow::createDisplay(QThread* worker_thread, bool use_debug_device, bool fullscreen, bool render_to_main)
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void MainWindow::createDisplay(QThread* worker_thread, const QString& adapter_name, bool use_debug_device,
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bool fullscreen, bool render_to_main)
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{
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Assert(!m_host_display && !m_display_widget);
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Assert(!fullscreen || !render_to_main);
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@ -97,7 +98,7 @@ void MainWindow::createDisplay(QThread* worker_thread, bool use_debug_device, bo
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// we need the surface visible.. this might be able to be replaced with something else
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QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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if (!m_host_display->createDeviceContext(use_debug_device))
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if (!m_host_display->createDeviceContext(adapter_name, use_debug_device))
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{
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reportError(tr("Failed to create host display device context."));
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return;
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