Frontends: Pick best render API based on renderer
Stops unnecessary display recreation in big picture UI.
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@ -59,9 +59,9 @@ D3D11HostDisplay::~D3D11HostDisplay()
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AssertMsg(!m_swap_chain, "Swap chain should have been destroyed by now");
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}
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HostDisplay::RenderAPI D3D11HostDisplay::GetRenderAPI() const
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RenderAPI D3D11HostDisplay::GetRenderAPI() const
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{
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return HostDisplay::RenderAPI::D3D11;
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return RenderAPI::D3D11;
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}
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void* D3D11HostDisplay::GetRenderDevice() const
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@ -1026,7 +1026,7 @@ bool D3D11HostDisplay::SetPostProcessingChain(const std::string_view& config)
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shader_cache.Open(EmuFolders::Cache, m_device->GetFeatureLevel(), SHADER_CACHE_VERSION,
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g_settings.gpu_use_debug_device);
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FrontendCommon::PostProcessingShaderGen shadergen(HostDisplay::RenderAPI::D3D11, true);
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FrontendCommon::PostProcessingShaderGen shadergen(RenderAPI::D3D11, true);
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u32 max_ubo_size = 0;
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for (u32 i = 0; i < m_post_processing_chain.GetStageCount(); i++)
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