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GPU device choice for D3D11 and Vulkan #10922

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merged 3 commits into from
Jun 6, 2018
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hrydgard
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Some rather mindless coding on a train from earlier today, heh. Mostly useful for debugging the Intel implementations of these APIs when you happen to have a discrete GPU in your machine too.

Thinking about also making a fallback so you can also enter "1" or "2" to choose the first or second devices etc, if you can't guess the correct name when modifying the INI to rescue yourself from a broken driver situation, if that ever happens...

@hrydgard hrydgard added this to the v1.7.0 milestone Apr 15, 2018
Core/Config.h Outdated
@@ -153,6 +153,9 @@ struct Config {

// GFX
int iGPUBackend;
// We have separate device parameters for each backend so it doesn't get erased if you switch backends.
// If not set, will use the "best" device.
std::string VulkanDevice;
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sVulkanDevice and sD3D11Device? We're kinda stuck with the convention now.

-[Unknown]

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Yea, good point.

@hrydgard hrydgard added Vulkan D3D11 Direct3D 11 labels Jun 6, 2018
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hrydgard commented Jun 6, 2018

Rebased on master, renamed the variable.

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One minor difference between D3D11 and Vulkan is that, it looks like D3D11 won't save the device name until you change it - but Vulkan will update the selected device name in the config.

But probably fine even if it's slightly different.

-[Unknown]

@unknownbrackets unknownbrackets merged commit 07e178a into master Jun 6, 2018
@hrydgard hrydgard deleted the gpu-device-choice branch June 6, 2018 16:49
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vsub commented Jun 7, 2018

I was expecting that restart will be needed but ppsspp doesn't say like for the renderer.

Maybe a popup message will be nice.
Also I don't know if this is expected behaviour but in DX11 mode,I also have 3rd option..."Microsoft Basic Renderer Driver" which is actually using my intel card

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hrydgard commented Jun 7, 2018

Created an issue.

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4 participants