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GSdx: better default renderer selection. Thanks, Gregory :)
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@ -496,7 +496,12 @@ EXPORT_C_(int) GSopen2(void** dsp, uint32 flags)
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// Fresh start up or config file changed
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// Fresh start up or config file changed
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if (renderer == GSRendererType::Undefined)
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if (renderer == GSRendererType::Undefined)
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{
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{
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renderer = static_cast<GSRendererType>(theApp.GetConfig("Renderer", static_cast<int>(GSRendererType::Default)));
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#ifdef _WIN32
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GSRendererType default_renderer = GSUtil::CheckDirect3D11Level() >= D3D_FEATURE_LEVEL_10_0 ? GSRendererType::DX1011_HW : GSRendererType::DX9_HW;
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#else
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GSRendererType default_renderer = GSRendererType::Default;
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#endif
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renderer = static_cast<GSRendererType>(theApp.GetConfig("Renderer", static_cast<int>(default_renderer)));
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}
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}
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else if (stored_toggle_state != toggle_state)
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else if (stored_toggle_state != toggle_state)
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{
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{
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@ -240,7 +240,7 @@ enum class GSRendererType : int8_t
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OGL_OpenCL = 17,
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OGL_OpenCL = 17,
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#ifdef _WINDOWS
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#ifdef _WINDOWS
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Default = DX1011_HW
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Default = DX9_HW
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#else
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#else
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// Use ogl renderer as default otherwise it crash at startup
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// Use ogl renderer as default otherwise it crash at startup
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// GSRenderOGL only GSDeviceOGL (not GSDeviceNULL)
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// GSRenderOGL only GSDeviceOGL (not GSDeviceNULL)
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