UI: Massive revamp, new features and improvements
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@ -4,8 +4,8 @@
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#include "common/d3d11/shader_compiler.h"
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#include "common/log.h"
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#include "common/string_util.h"
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#include "common_host_interface.h"
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#include "core/host_interface.h"
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#include "common_host.h"
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#include "core/host_settings.h"
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#include "core/settings.h"
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#include "core/shader_cache_version.h"
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#include "display_ps.hlsl.h"
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@ -395,8 +395,7 @@ bool D3D11HostDisplay::CreateSwapChain(const DXGI_MODE_DESC* fullscreen_mode)
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if (m_window_info.type != WindowInfo::Type::Win32)
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return false;
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m_using_flip_model_swap_chain =
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fullscreen_mode || !g_host_interface->GetBoolSettingValue("Display", "UseBlitSwapChain", false);
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m_using_flip_model_swap_chain = fullscreen_mode || !Host::GetBoolSettingValue("Display", "UseBlitSwapChain", false);
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const HWND window_hwnd = reinterpret_cast<HWND>(m_window_info.window_handle);
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RECT client_rc{};
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@ -966,7 +965,7 @@ HostDisplay::AdapterAndModeList D3D11HostDisplay::GetAdapterAndModeList(IDXGIFac
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{
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for (const DXGI_MODE_DESC& mode : modes)
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{
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adapter_info.fullscreen_modes.push_back(CommonHostInterface::GetFullscreenModeString(
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adapter_info.fullscreen_modes.push_back(GetFullscreenModeString(
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mode.Width, mode.Height,
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static_cast<float>(mode.RefreshRate.Numerator) / static_cast<float>(mode.RefreshRate.Denominator)));
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}
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@ -1017,7 +1016,7 @@ bool D3D11HostDisplay::SetPostProcessingChain(const std::string_view& config)
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m_post_processing_stages.clear();
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D3D11::ShaderCache shader_cache;
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shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(), SHADER_CACHE_VERSION,
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shader_cache.Open(EmuFolders::Cache, m_device->GetFeatureLevel(), SHADER_CACHE_VERSION,
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g_settings.gpu_use_debug_device);
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FrontendCommon::PostProcessingShaderGen shadergen(HostDisplay::RenderAPI::D3D11, true);
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