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authorGravatar lat9nq2021-07-08 17:28:48 -0400
committerGravatar ameerj2021-07-22 21:51:39 -0400
commit1152d66ddd4e7b29b53e01990fef77e4cff20e24 (patch)
tree9530d5e2c00afd904d95e1a4066d5e4e7f3571c5 /src/core/telemetry_session.cpp
parentglsl: Declare local memory in main (diff)
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general: Add setting shader_backend
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
Diffstat (limited to 'src/core/telemetry_session.cpp')
-rw-r--r--src/core/telemetry_session.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/core/telemetry_session.cpp b/src/core/telemetry_session.cpp
index 066cb23e4..422de3a7d 100644
--- a/src/core/telemetry_session.cpp
+++ b/src/core/telemetry_session.cpp
@@ -233,8 +233,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
233 Settings::values.use_nvdec_emulation.GetValue()); 233 Settings::values.use_nvdec_emulation.GetValue());
234 AddField(field_type, "Renderer_AccelerateASTC", Settings::values.accelerate_astc.GetValue()); 234 AddField(field_type, "Renderer_AccelerateASTC", Settings::values.accelerate_astc.GetValue());
235 AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue()); 235 AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue());
236 AddField(field_type, "Renderer_UseAssemblyShaders", 236 AddField(field_type, "Renderer_ShaderBackend",
237 Settings::values.use_assembly_shaders.GetValue()); 237 static_cast<u32>(Settings::values.shader_backend.GetValue()));
238 AddField(field_type, "Renderer_UseAsynchronousShaders", 238 AddField(field_type, "Renderer_UseAsynchronousShaders",
239 Settings::values.use_asynchronous_shaders.GetValue()); 239 Settings::values.use_asynchronous_shaders.GetValue());
240 AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode.GetValue()); 240 AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode.GetValue());