mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2025-12-16 12:08:49 +00:00
Merge branch 'master' into hotkey_enable_version_1
This commit is contained in:
commit
874c223f2f
@ -130,25 +130,10 @@ if (BUNDLE_TARGET_EXECUTE)
|
||||
--icon-file "${CMAKE_BINARY_DIR}/dist/org.azahar_emu.Azahar.svg"
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--desktop-file "${source_path}/dist/${executable_name}.desktop"
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--appdir "${appdir_path}"
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RESULT_VARIABLE linuxdeploy_appdir_result)
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||||
RESULT_VARIABLE linuxdeploy_appdir_result
|
||||
ERROR_VARIABLE linuxdeploy_appdir_error)
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||||
if (NOT linuxdeploy_appdir_result EQUAL "0")
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||||
message(FATAL_ERROR "linuxdeploy failed to create AppDir: ${linuxdeploy_appdir_result}")
|
||||
endif()
|
||||
|
||||
if (enable_qt)
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||||
set(qt_hook_file "${appdir_path}/apprun-hooks/linuxdeploy-plugin-qt-hook.sh")
|
||||
file(READ "${qt_hook_file}" qt_hook_contents)
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||||
# Add Cinnamon to list of DEs for GTK3 theming.
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||||
string(REPLACE
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||||
"*XFCE*"
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||||
"*X-Cinnamon*|*XFCE*"
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||||
qt_hook_contents "${qt_hook_contents}")
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||||
# Wayland backend crashes due to changed schemas in Gnome 40.
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string(REPLACE
|
||||
"export QT_QPA_PLATFORMTHEME=gtk3"
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||||
"export QT_QPA_PLATFORMTHEME=gtk3; export GDK_BACKEND=x11"
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||||
qt_hook_contents "${qt_hook_contents}")
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||||
file(WRITE "${qt_hook_file}" "${qt_hook_contents}")
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||||
message(FATAL_ERROR "linuxdeploy failed to create AppDir w/ exit code ${linuxdeploy_appdir_result}:\n${linuxdeploy_appdir_error}")
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endif()
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||||
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||||
message(STATUS "Creating AppImage for executable ${executable_path}")
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@ -44,7 +44,7 @@ enum class BooleanSetting(
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CPU_JIT("use_cpu_jit", Settings.SECTION_CORE, true),
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HW_SHADER("use_hw_shader", Settings.SECTION_RENDERER, true),
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SHADER_JIT("use_shader_jit", Settings.SECTION_RENDERER, true),
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VSYNC("use_vsync_new", Settings.SECTION_RENDERER, true),
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VSYNC("use_vsync", Settings.SECTION_RENDERER, false),
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USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, true),
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DEBUG_RENDERER("renderer_debug", Settings.SECTION_DEBUG, false),
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DISABLE_RIGHT_EYE_RENDER("disable_right_eye_render", Settings.SECTION_RENDERER, false),
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@ -147,7 +147,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_shader_jit);
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ReadSetting("Renderer", Settings::values.resolution_factor);
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ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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ReadSetting("Renderer", Settings::values.turbo_limit);
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@ -134,10 +134,10 @@ use_shader_jit =
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# 0 (default): Game Controlled, 1: Nearest Neighbor, 2: Linear
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texture_sampling =
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# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
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# so only turn this off if you notice a speed difference.
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# 0: Off, 1 (default): On
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use_vsync_new =
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# Forces VSync on the display thread. Can cause input delay, so only turn this on
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# if you have screen tearing, which is unusual on Android
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# 0 (default): Off, 1: On
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use_vsync =
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# Reduce stuttering by storing and loading generated shaders to disk
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# 0: Off, 1 (default. On)
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@ -148,10 +148,6 @@ use_disk_shader_cache =
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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vsync_enabled =
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||||
# Turns on the frame limiter, which will limit frames output to the target game speed
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||||
# 0: Off, 1: On (default)
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use_frame_limit =
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||||
@ -122,7 +122,7 @@ EmuWindow_Android_OpenGL::EmuWindow_Android_OpenGL(Core::System& system_, ANativ
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LOG_CRITICAL(Frontend, "gladLoadGLES2Loader() failed");
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||||
return;
|
||||
}
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||||
if (!eglSwapInterval(egl_display, Settings::values.use_vsync_new ? 1 : 0)) {
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if (!eglSwapInterval(egl_display, Settings::values.use_vsync ? 1 : 0)) {
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||||
LOG_CRITICAL(Frontend, "eglSwapInterval() failed");
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||||
return;
|
||||
}
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||||
@ -218,7 +218,7 @@ void EmuWindow_Android_OpenGL::TryPresenting() {
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||||
}
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||||
eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context);
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||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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||||
eglSwapInterval(egl_display, Settings::values.use_vsync_new ? 1 : 0);
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eglSwapInterval(egl_display, Settings::values.use_vsync ? 1 : 0);
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||||
system.GPU().Renderer().TryPresent(0, is_secondary);
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eglSwapBuffers(egl_display, egl_surface);
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||||
}
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||||
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||||
@ -322,7 +322,7 @@
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<string name="hw_shaders_description">Uses hardware to emulate 3DS shaders. When enabled, game performance will be significantly improved.</string>
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<string name="cpu_clock_speed">CPU Clock Speed</string>
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<string name="vsync">Enable V-Sync</string>
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<string name="vsync_description">Synchronizes the game frame rate to the refresh rate of your device.</string>
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<string name="vsync_description">Synchronizes the game frame rate to the refresh rate of your device. Can cause additional input latency but may reduce tearing in some cases.</string>
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<string name="renderer_debug">Debug Renderer</string>
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<string name="renderer_debug_description">Log additional graphics related debug information. When enabled, game performance will be significantly reduced.</string>
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||||
<string name="instant_debug_log">Flush Log Output on Every Message</string>
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@ -754,7 +754,7 @@ bool GRenderWindow::InitializeOpenGL() {
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child->SetContext(std::move(child_context));
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||||
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auto format = child_widget->windowHandle()->format();
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format.setSwapInterval(Settings::values.use_vsync_new.GetValue());
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format.setSwapInterval(Settings::values.use_vsync.GetValue());
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child_widget->windowHandle()->setFormat(format);
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return true;
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@ -685,7 +685,7 @@ void QtConfig::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_hw_shader);
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ReadGlobalSetting(Settings::values.shaders_accurate_mul);
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ReadGlobalSetting(Settings::values.use_disk_shader_cache);
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ReadGlobalSetting(Settings::values.use_vsync_new);
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||||
ReadGlobalSetting(Settings::values.use_vsync);
|
||||
ReadGlobalSetting(Settings::values.resolution_factor);
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||||
ReadGlobalSetting(Settings::values.frame_limit);
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ReadGlobalSetting(Settings::values.turbo_limit);
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@ -1216,7 +1216,7 @@ void QtConfig::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.use_hw_shader);
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WriteGlobalSetting(Settings::values.shaders_accurate_mul);
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||||
WriteGlobalSetting(Settings::values.use_disk_shader_cache);
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||||
WriteGlobalSetting(Settings::values.use_vsync_new);
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||||
WriteGlobalSetting(Settings::values.use_vsync);
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WriteGlobalSetting(Settings::values.resolution_factor);
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||||
WriteGlobalSetting(Settings::values.frame_limit);
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WriteGlobalSetting(Settings::values.turbo_limit);
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@ -142,7 +142,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
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ui->toggle_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->spirv_shader_gen->setChecked(Settings::values.spirv_shader_gen.GetValue());
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ui->disable_spirv_optimizer->setChecked(Settings::values.disable_spirv_optimizer.GetValue());
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ui->toggle_async_shaders->setChecked(Settings::values.async_shader_compilation.GetValue());
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@ -174,8 +174,8 @@ void ConfigureGraphics::ApplyConfiguration() {
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ui->texture_sampling_combobox);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
|
||||
ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
|
||||
use_vsync_new);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->toggle_vsync,
|
||||
use_vsync);
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||||
ConfigurationShared::ApplyPerGameSetting(
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||||
&Settings::values.delay_game_render_thread_us, ui->delay_render_combo,
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[this](s32) { return ui->delay_render_slider->value(); });
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@ -197,8 +197,8 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
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ui->toggle_disk_shader_cache->setEnabled(
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Settings::values.use_disk_shader_cache.UsingGlobal());
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ui->toggle_vsync_new->setEnabled(ui->toggle_vsync_new->isEnabled() &&
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||||
Settings::values.use_vsync_new.UsingGlobal());
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ui->toggle_vsync->setEnabled(ui->toggle_vsync->isEnabled() &&
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||||
Settings::values.use_vsync.UsingGlobal());
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ui->toggle_async_shaders->setEnabled(
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Settings::values.async_shader_compilation.UsingGlobal());
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ui->widget_texture_sampling->setEnabled(Settings::values.texture_sampling.UsingGlobal());
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||||
@ -236,8 +236,8 @@ void ConfigureGraphics::SetupPerGameUI() {
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ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
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Settings::values.use_disk_shader_cache,
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use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
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use_vsync_new);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync, Settings::values.use_vsync,
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use_vsync);
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ConfigurationShared::SetColoredTristate(ui->toggle_async_shaders,
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Settings::values.async_shader_compilation,
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async_shader_compilation);
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||||
@ -38,7 +38,7 @@ private:
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ConfigurationShared::CheckState use_hw_shader;
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ConfigurationShared::CheckState shaders_accurate_mul;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_vsync_new;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState async_shader_compilation;
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ConfigurationShared::CheckState async_presentation;
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ConfigurationShared::CheckState spirv_shader_gen;
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@ -308,7 +308,7 @@
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</widget>
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||||
</item>
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||||
<item>
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||||
<widget class="QCheckBox" name="toggle_vsync_new">
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||||
<widget class="QCheckBox" name="toggle_vsync">
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<property name="toolTip">
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||||
<string>VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.</string>
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</property>
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@ -416,7 +416,7 @@
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||||
<tabstop>toggle_accurate_mul</tabstop>
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<tabstop>toggle_shader_jit</tabstop>
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||||
<tabstop>toggle_disk_shader_cache</tabstop>
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||||
<tabstop>toggle_vsync_new</tabstop>
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||||
<tabstop>toggle_vsync</tabstop>
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||||
</tabstops>
|
||||
<resources/>
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<connections/>
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||||
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||||
@ -145,7 +145,7 @@ void SdlConfig::ReadValues() {
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||||
ReadSetting("Renderer", Settings::values.resolution_factor);
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||||
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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||||
ReadSetting("Renderer", Settings::values.frame_limit);
|
||||
ReadSetting("Renderer", Settings::values.use_vsync_new);
|
||||
ReadSetting("Renderer", Settings::values.use_vsync);
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||||
ReadSetting("Renderer", Settings::values.texture_filter);
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||||
ReadSetting("Renderer", Settings::values.texture_sampling);
|
||||
ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
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||||
|
||||
@ -121,7 +121,7 @@ use_shader_jit =
|
||||
# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
|
||||
# so only turn this off if you notice a speed difference.
|
||||
# 0: Off, 1 (default): On
|
||||
use_vsync_new =
|
||||
use_vsync =
|
||||
|
||||
# Reduce stuttering by storing and loading generated shaders to disk
|
||||
# 0: Off, 1 (default. On)
|
||||
|
||||
@ -98,7 +98,7 @@ void LogSettings() {
|
||||
log_setting("Renderer_UseShaderJit", values.use_shader_jit.GetValue());
|
||||
log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
|
||||
log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
|
||||
log_setting("Renderer_VSyncNew", values.use_vsync_new.GetValue());
|
||||
log_setting("Renderer_VSyncNew", values.use_vsync.GetValue());
|
||||
log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue());
|
||||
log_setting("Renderer_FilterMode", values.filter_mode.GetValue());
|
||||
log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
|
||||
@ -200,7 +200,7 @@ void RestoreGlobalState(bool is_powered_on) {
|
||||
values.use_hw_shader.SetGlobal(true);
|
||||
values.use_disk_shader_cache.SetGlobal(true);
|
||||
values.shaders_accurate_mul.SetGlobal(true);
|
||||
values.use_vsync_new.SetGlobal(true);
|
||||
values.use_vsync.SetGlobal(true);
|
||||
values.resolution_factor.SetGlobal(true);
|
||||
values.frame_limit.SetGlobal(true);
|
||||
values.texture_filter.SetGlobal(true);
|
||||
|
||||
@ -506,7 +506,7 @@ struct Values {
|
||||
SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
|
||||
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
|
||||
SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
|
||||
SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
|
||||
SwitchableSetting<bool> use_vsync{true, "use_vsync"};
|
||||
Setting<bool> use_shader_jit{true, "use_shader_jit"};
|
||||
SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
|
||||
SwitchableSetting<double, true> frame_limit{100, 0, 1000, "frame_limit"};
|
||||
|
||||
@ -61,31 +61,6 @@ constexpr static std::array<vk::DescriptorSetLayoutBinding, 1> PRESENT_BINDINGS
|
||||
namespace {
|
||||
static bool IsLowRefreshRate() {
|
||||
#if defined(__APPLE__) || defined(ENABLE_SDL2)
|
||||
#ifdef __APPLE__ // Need a special implementation because MacOS kills itself in disgust if the
|
||||
// input thread calls SDL_PumpEvents at the same time as we're in SDL_Init here.
|
||||
const auto cur_refresh_rate = AppleUtils::GetRefreshRate();
|
||||
#elif defined(ENABLE_SDL2)
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
LOG_ERROR(Render_Vulkan, "SDL video failed to initialize, unable to check refresh rate");
|
||||
return false;
|
||||
}
|
||||
|
||||
SDL_DisplayMode cur_display_mode;
|
||||
SDL_GetCurrentDisplayMode(0, &cur_display_mode); // TODO: Multimonitor handling. -OS
|
||||
const auto cur_refresh_rate = cur_display_mode.refresh_rate;
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
||||
#endif // __APPLE__
|
||||
|
||||
if (cur_refresh_rate < SCREEN_REFRESH_RATE) {
|
||||
LOG_WARNING(Render_Vulkan,
|
||||
"Detected refresh rate lower than the emulated 3DS screen: {}hz. FIFO will "
|
||||
"be disabled",
|
||||
cur_refresh_rate);
|
||||
return true;
|
||||
}
|
||||
#endif // defined(__APPLE__) || defined(ENABLE_SDL2)
|
||||
|
||||
#ifdef __APPLE__
|
||||
// Apple's low power mode sometimes limits applications to 30fps without changing the refresh
|
||||
// rate, meaning the above code doesn't catch it.
|
||||
@ -94,8 +69,34 @@ static bool IsLowRefreshRate() {
|
||||
"framerate. FIFO will be disabled");
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
const auto cur_refresh_rate = AppleUtils::GetRefreshRate();
|
||||
#elif defined(ENABLE_SDL2)
|
||||
if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
|
||||
LOG_ERROR(Render_Vulkan, "Attempted to check refresh rate via SDL, but failed because "
|
||||
"SDL_INIT_VIDEO wasn't initialized");
|
||||
return false;
|
||||
}
|
||||
|
||||
SDL_DisplayMode cur_display_mode;
|
||||
SDL_GetCurrentDisplayMode(0, &cur_display_mode); // TODO: Multimonitor handling. -OS
|
||||
|
||||
const auto cur_refresh_rate = cur_display_mode.refresh_rate;
|
||||
#endif // ENABLE_SDL2
|
||||
|
||||
if (cur_refresh_rate < SCREEN_REFRESH_RATE) {
|
||||
LOG_WARNING(Render_Vulkan,
|
||||
"Detected refresh rate lower than the emulated 3DS screen: {}hz. FIFO will "
|
||||
"be disabled",
|
||||
cur_refresh_rate);
|
||||
return true;
|
||||
} else {
|
||||
LOG_INFO(Render_Vulkan, "Refresh rate is above emulated 3DS screen: {}hz. Good.",
|
||||
cur_refresh_rate);
|
||||
}
|
||||
#endif // defined(__APPLE__) || defined(ENABLE_SDL2)
|
||||
|
||||
// We have no available method of checking refresh rate. Just assume that everything is fine :)
|
||||
return false;
|
||||
}
|
||||
} // Anonymous namespace
|
||||
|
||||
@ -105,7 +105,7 @@ PresentWindow::PresentWindow(Frontend::EmuWindow& emu_window_, const Instance& i
|
||||
swapchain{instance, emu_window.GetFramebufferLayout().width,
|
||||
emu_window.GetFramebufferLayout().height, surface, low_refresh_rate_},
|
||||
graphics_queue{instance.GetGraphicsQueue()}, present_renderpass{CreateRenderpass()},
|
||||
vsync_enabled{Settings::values.use_vsync_new.GetValue()},
|
||||
vsync_enabled{Settings::values.use_vsync.GetValue()},
|
||||
blit_supported{
|
||||
CanBlitToSwapchain(instance.GetPhysicalDevice(), swapchain.GetSurfaceFormat().format)},
|
||||
use_present_thread{Settings::values.async_presentation.GetValue()},
|
||||
@ -360,7 +360,7 @@ void PresentWindow::CopyToSwapchain(Frame* frame) {
|
||||
};
|
||||
|
||||
#ifndef ANDROID
|
||||
const bool use_vsync = Settings::values.use_vsync_new.GetValue();
|
||||
const bool use_vsync = Settings::values.use_vsync.GetValue();
|
||||
const bool size_changed =
|
||||
swapchain.GetWidth() != frame->width || swapchain.GetHeight() != frame->height;
|
||||
const bool vsync_changed = vsync_enabled != use_vsync;
|
||||
|
||||
@ -161,7 +161,7 @@ void Swapchain::FindPresentFormat() {
|
||||
|
||||
void Swapchain::SetPresentMode() {
|
||||
const auto modes = instance.GetPhysicalDevice().getSurfacePresentModesKHR(surface);
|
||||
const bool use_vsync = Settings::values.use_vsync_new.GetValue();
|
||||
const bool use_vsync = Settings::values.use_vsync.GetValue();
|
||||
const auto find_mode = [&modes](vk::PresentModeKHR requested) {
|
||||
const auto it =
|
||||
std::find_if(modes.begin(), modes.end(),
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// Copyright 2014 Citra Emulator Project
|
||||
// Copyright Citra Emulator Project / Azahar Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
@ -16,6 +16,10 @@
|
||||
#endif
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
#ifdef ENABLE_SDL2
|
||||
#include <SDL.h>
|
||||
#endif
|
||||
|
||||
namespace VideoCore {
|
||||
|
||||
std::unique_ptr<RendererBase> CreateRenderer(Frontend::EmuWindow& emu_window,
|
||||
@ -29,6 +33,12 @@ std::unique_ptr<RendererBase> CreateRenderer(Frontend::EmuWindow& emu_window,
|
||||
#endif
|
||||
#ifdef ENABLE_VULKAN
|
||||
case Settings::GraphicsAPI::Vulkan:
|
||||
#if defined(ENABLE_SDL2) && !defined(__APPLE__)
|
||||
// TODO: When we migrate to SDL3, refactor so that we don't need to init here.
|
||||
if (SDL_WasInit(SDL_INIT_VIDEO) == 0) {
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
}
|
||||
#endif // ENABLE_SDL2
|
||||
return std::make_unique<Vulkan::RendererVulkan>(system, pica, emu_window, secondary_window);
|
||||
#endif
|
||||
#ifdef ENABLE_OPENGL
|
||||
|
||||
Loading…
Reference in New Issue
Block a user