Settings: Add GPU adapter option and hook up to D3D11/Vulkan

This commit is contained in:
Connor McLaughlin
2020-06-20 03:33:57 +10:00
parent 1b5f8db2fc
commit 77291096db
23 changed files with 150 additions and 93 deletions

View File

@ -129,27 +129,27 @@ void SDLHostInterface::DestroySDLWindow()
bool SDLHostInterface::CreateDisplay()
{
const bool debug_device = m_settings.gpu_use_debug_device;
const std::string shader_cache_directory(GetShaderCacheDirectory());
std::unique_ptr<HostDisplay> display;
switch (m_settings.gpu_renderer)
{
case GPURenderer::HardwareVulkan:
display = SDLVulkanHostDisplay::Create(m_window, shader_cache_directory, debug_device);
display = SDLVulkanHostDisplay::Create(m_window, m_settings.gpu_adapter, shader_cache_directory,
m_settings.gpu_use_debug_device);
break;
case GPURenderer::HardwareOpenGL:
#ifndef WIN32
default:
#endif
display = OpenGLHostDisplay::Create(m_window, debug_device);
display = OpenGLHostDisplay::Create(m_window, m_settings.gpu_use_debug_device);
break;
#ifdef WIN32
case GPURenderer::HardwareD3D11:
default:
display = SDLD3D11HostDisplay::Create(m_window, debug_device);
display = SDLD3D11HostDisplay::Create(m_window, m_settings.gpu_adapter, m_settings.gpu_use_debug_device);
break;
#endif
}