GPU: Split software to frontend/backend
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@ -139,6 +139,7 @@ void Settings::Load(SettingsInterface& si)
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gpu_multisamples = static_cast<u32>(si.GetIntValue("GPU", "Multisamples", 1));
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gpu_use_debug_device = si.GetBoolValue("GPU", "UseDebugDevice", false);
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gpu_per_sample_shading = si.GetBoolValue("GPU", "PerSampleShading", false);
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gpu_use_thread = si.GetBoolValue("GPU", "UseThread", true);
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gpu_true_color = si.GetBoolValue("GPU", "TrueColor", true);
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gpu_scaled_dithering = si.GetBoolValue("GPU", "ScaledDithering", false);
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gpu_texture_filter =
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@ -273,6 +274,7 @@ void Settings::Save(SettingsInterface& si) const
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si.SetIntValue("GPU", "Multisamples", static_cast<long>(gpu_multisamples));
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si.SetBoolValue("GPU", "UseDebugDevice", gpu_use_debug_device);
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si.SetBoolValue("GPU", "PerSampleShading", gpu_per_sample_shading);
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si.SetBoolValue("GPU", "UseThread", gpu_use_thread);
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si.SetBoolValue("GPU", "TrueColor", gpu_true_color);
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si.SetBoolValue("GPU", "ScaledDithering", gpu_scaled_dithering);
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si.SetStringValue("GPU", "TextureFilter", GetTextureFilterName(gpu_texture_filter));
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