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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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@@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@@ -22,12 +25,12 @@ std::unique_ptr<VideoCore::RendererBase> CreateRenderer(
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auto& device_memory = system.Host1x().MemoryManager();
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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return std::make_unique<OpenGL::RendererOpenGL>(emu_window, device_memory, gpu,
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std::move(context));
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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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return std::make_unique<OpenGL::RendererOpenGL>(emu_window, device_memory, gpu, std::move(context));
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case Settings::RendererBackend::Vulkan:
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return std::make_unique<Vulkan::RendererVulkan>(emu_window, device_memory, gpu,
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std::move(context));
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return std::make_unique<Vulkan::RendererVulkan>(emu_window, device_memory, gpu, std::move(context));
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case Settings::RendererBackend::Null:
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return std::make_unique<Null::RendererNull>(emu_window, gpu, std::move(context));
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default:
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