Settings: Add GPU adapter option and hook up to D3D11/Vulkan
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@ -129,27 +129,27 @@ void SDLHostInterface::DestroySDLWindow()
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bool SDLHostInterface::CreateDisplay()
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{
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const bool debug_device = m_settings.gpu_use_debug_device;
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const std::string shader_cache_directory(GetShaderCacheDirectory());
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std::unique_ptr<HostDisplay> display;
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switch (m_settings.gpu_renderer)
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{
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case GPURenderer::HardwareVulkan:
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display = SDLVulkanHostDisplay::Create(m_window, shader_cache_directory, debug_device);
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display = SDLVulkanHostDisplay::Create(m_window, m_settings.gpu_adapter, shader_cache_directory,
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m_settings.gpu_use_debug_device);
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break;
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case GPURenderer::HardwareOpenGL:
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#ifndef WIN32
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default:
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#endif
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display = OpenGLHostDisplay::Create(m_window, debug_device);
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display = OpenGLHostDisplay::Create(m_window, m_settings.gpu_use_debug_device);
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break;
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#ifdef WIN32
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case GPURenderer::HardwareD3D11:
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default:
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display = SDLD3D11HostDisplay::Create(m_window, debug_device);
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display = SDLD3D11HostDisplay::Create(m_window, m_settings.gpu_adapter, m_settings.gpu_use_debug_device);
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break;
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#endif
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}
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