Settings: Add GPU adapter option and hook up to D3D11/Vulkan
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@ -27,11 +27,11 @@ SDLVulkanHostDisplay::~SDLVulkanHostDisplay()
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SDL_DestroyWindow(m_window);
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}
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std::unique_ptr<HostDisplay> SDLVulkanHostDisplay::Create(SDL_Window* window, std::string_view shader_cache_directory,
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bool debug_device)
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std::unique_ptr<HostDisplay> SDLVulkanHostDisplay::Create(SDL_Window* window, std::string_view adapter_name,
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std::string_view shader_cache_directory, bool debug_device)
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{
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std::unique_ptr<SDLVulkanHostDisplay> display = std::make_unique<SDLVulkanHostDisplay>(window);
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if (!display->Initialize(shader_cache_directory, debug_device))
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if (!display->Initialize(adapter_name, shader_cache_directory, debug_device))
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return nullptr;
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return display;
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@ -84,7 +84,8 @@ void SDLVulkanHostDisplay::SetVSync(bool enabled)
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m_display.SetVSync(enabled);
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}
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bool SDLVulkanHostDisplay::Initialize(std::string_view shader_cache_directory, bool debug_device)
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bool SDLVulkanHostDisplay::Initialize(std::string_view adapter_name, std::string_view shader_cache_directory,
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bool debug_device)
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{
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std::optional<WindowInfo> wi = SDLUtil::GetWindowInfoForSDLWindow(m_window);
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if (!wi.has_value())
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@ -93,7 +94,7 @@ bool SDLVulkanHostDisplay::Initialize(std::string_view shader_cache_directory, b
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return false;
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}
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if (!m_display.CreateContextAndSwapChain(wi.value(), debug_device))
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if (!m_display.CreateContextAndSwapChain(wi.value(), adapter_name, debug_device))
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return false;
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m_display.CreateShaderCache(shader_cache_directory, debug_device);
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