GPUDevice: Move display logic to GPU
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@ -3978,16 +3978,7 @@ void FullscreenUI::SavePostProcessingChain()
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SettingsInterface* bsi = GetEditingSettingsInterface();
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const std::string config(s_postprocessing_chain.GetConfigString());
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bsi->SetStringValue("Display", "PostProcessChain", config.c_str());
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if (bsi->GetBoolValue("Display", "PostProcessing", false))
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g_gpu_device->SetPostProcessingChain(config);
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if (IsEditingGameSettings(bsi))
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{
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s_game_settings_interface->Save();
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}
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else
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{
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s_settings_changed.store(true, std::memory_order_release);
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}
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SetSettingsChanged(bsi);
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}
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enum
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@ -4014,11 +4005,7 @@ void FullscreenUI::DrawPostProcessingSettingsPage()
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FSUI_CSTR("Reloads the shaders from disk, applying any changes."),
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bsi->GetBoolValue("Display", "PostProcessing", false)))
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{
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const std::string chain(bsi->GetStringValue("Display", "PostProcessChain", ""));
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g_gpu_device->SetPostProcessingChain(chain);
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if (chain.empty())
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ShowToast(std::string(), FSUI_STR("Post-processing chain is empty."));
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else
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if (!g_gpu || g_gpu->UpdatePostProcessingChain())
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ShowToast(std::string(), FSUI_STR("Post-processing shaders reloaded."));
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}
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