diff options
author | lat9nq <22451773+lat9nq@users.noreply.github.com> | 2021-07-08 17:28:48 -0400 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-22 21:51:39 -0400 |
commit | 1152d66ddd4e7b29b53e01990fef77e4cff20e24 (patch) | |
tree | 9530d5e2c00afd904d95e1a4066d5e4e7f3571c5 /src/yuzu_cmd/default_ini.h | |
parent | 00fa09dc45936005b2c27d858ab70213c7e1482d (diff) |
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/yuzu_cmd/default_ini.h')
-rw-r--r-- | src/yuzu_cmd/default_ini.h | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/yuzu_cmd/default_ini.h b/src/yuzu_cmd/default_ini.h index a6ca7b6cd..b7115b06a 100644 --- a/src/yuzu_cmd/default_ini.h +++ b/src/yuzu_cmd/default_ini.h @@ -248,9 +248,10 @@ max_anisotropy = # 0 (default): Off, 1: On use_vsync = -# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required. -# 0: Off, 1 (default): On -use_assembly_shaders = +# Selects the OpenGL shader backend. NV_gpu_program5 is required for GLASM. If NV_gpu_program5 is +# not available and GLASM is selected, GLSL will be used. +# 0: GLSL, 1 (default): GLASM, 2: SPIR-V +shader_backend = # Whether to allow asynchronous shader building. # 0 (default): Off, 1: On |