Merge pull request #10614 from xcfrg/shader-backend-status-bar
yuzu: add opengl shader backend info in status bar
This commit is contained in:
commit
4d395b3b72
|
@ -101,6 +101,12 @@ const std::map<Settings::RendererBackend, QString> Config::renderer_backend_text
|
|||
{Settings::RendererBackend::Null, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "Null"))},
|
||||
};
|
||||
|
||||
const std::map<Settings::ShaderBackend, QString> Config::shader_backend_texts_map = {
|
||||
{Settings::ShaderBackend::GLSL, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLSL"))},
|
||||
{Settings::ShaderBackend::GLASM, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "GLASM"))},
|
||||
{Settings::ShaderBackend::SPIRV, QStringLiteral(QT_TRANSLATE_NOOP("GMainWindow", "SPIRV"))},
|
||||
};
|
||||
|
||||
// This shouldn't have anything except static initializers (no functions). So
|
||||
// QKeySequence(...).toString() is NOT ALLOWED HERE.
|
||||
// This must be in alphabetical order according to action name as it must have the same order as
|
||||
|
|
|
@ -54,6 +54,7 @@ public:
|
|||
static const std::map<bool, QString> use_docked_mode_texts_map;
|
||||
static const std::map<Settings::GPUAccuracy, QString> gpu_accuracy_texts_map;
|
||||
static const std::map<Settings::RendererBackend, QString> renderer_backend_texts_map;
|
||||
static const std::map<Settings::ShaderBackend, QString> shader_backend_texts_map;
|
||||
|
||||
static constexpr UISettings::Theme default_theme{
|
||||
#ifdef _WIN32
|
||||
|
|
|
@ -4116,7 +4116,13 @@ void GMainWindow::UpdateDockedButton() {
|
|||
void GMainWindow::UpdateAPIText() {
|
||||
const auto api = Settings::values.renderer_backend.GetValue();
|
||||
const auto renderer_status_text = Config::renderer_backend_texts_map.find(api)->second;
|
||||
renderer_status_button->setText(renderer_status_text.toUpper());
|
||||
renderer_status_button->setText(
|
||||
api == Settings::RendererBackend::OpenGL
|
||||
? tr("%1 %2").arg(
|
||||
renderer_status_text.toUpper(),
|
||||
Config::shader_backend_texts_map.find(Settings::values.shader_backend.GetValue())
|
||||
->second)
|
||||
: renderer_status_text.toUpper());
|
||||
}
|
||||
|
||||
void GMainWindow::UpdateFilterText() {
|
||||
|
|
Loading…
Reference in New Issue