GPU/HW: Add an option to use software renderer for readbacks
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@ -193,6 +193,7 @@ void Settings::Load(SettingsInterface& si)
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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_use_software_renderer_for_readbacks = si.GetBoolValue("GPU", "UseSoftwareRendererForReadbacks", false);
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gpu_threaded_presentation = si.GetBoolValue("GPU", "ThreadedPresentation", 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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@ -379,6 +380,7 @@ void Settings::Save(SettingsInterface& si) const
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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", "ThreadedPresentation", gpu_threaded_presentation);
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si.SetBoolValue("GPU", "UseSoftwareRendererForReadbacks", gpu_use_software_renderer_for_readbacks);
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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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