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[common] merge RenderBackend and ShaderBackend options (#3313)
first of all it makes UI a tad bit more simple and benefits the end user second, it allows to add new backends a bit more easily and also, there was a shader backend option in android... we don't use opengl in android so may as well save ourselves the trouble, aye  Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
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45 changed files with 133 additions and 351 deletions
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@ -339,7 +339,9 @@ int main(int argc, char** argv) {
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std::unique_ptr<EmuWindow_SDL2> emu_window;
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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case Settings::RendererBackend::OpenGL_GLSL:
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case Settings::RendererBackend::OpenGL_GLASM:
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case Settings::RendererBackend::OpenGL_SPIRV:
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emu_window = std::make_unique<EmuWindow_SDL2_GL>(&input_subsystem, system, fullscreen);
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break;
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case Settings::RendererBackend::Vulkan:
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