Frontends: Pick best render API based on renderer
Stops unnecessary display recreation in big picture UI.
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@ -850,6 +850,30 @@ const char* Settings::GetRendererDisplayName(GPURenderer renderer)
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return s_gpu_renderer_display_names[static_cast<int>(renderer)];
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}
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RenderAPI Settings::GetRenderAPIForRenderer(GPURenderer renderer)
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{
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switch (renderer)
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{
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#ifdef _WIN32
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case GPURenderer::HardwareD3D11:
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return RenderAPI::D3D11;
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case GPURenderer::HardwareD3D12:
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return RenderAPI::D3D12;
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#endif
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#ifdef WITH_VULKAN
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case GPURenderer::HardwareVulkan:
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return RenderAPI::Vulkan;
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#endif
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#ifdef WITH_OPENGL
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case GPURenderer::HardwareOpenGL:
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return RenderAPI::OpenGL;
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#endif
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case GPURenderer::Software:
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default:
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return HostDisplay::GetPreferredAPI();
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}
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}
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static constexpr auto s_texture_filter_names =
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make_array("Nearest", "Bilinear", "BilinearBinAlpha", "JINC2", "JINC2BinAlpha", "xBR", "xBRBinAlpha");
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static constexpr auto s_texture_filter_display_names =
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