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								// Copyright 2011 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include <algorithm>
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								#include <memory>
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								#include <string>
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								#include <vector>
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								// TODO: ugly
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								#ifdef _WIN32
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								#include "VideoBackends/D3D/VideoBackend.h"
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								#include "VideoBackends/D3D12/VideoBackend.h"
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								#endif
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								#include "VideoBackends/Null/VideoBackend.h"
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								#include "VideoBackends/OGL/VideoBackend.h"
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								#include "VideoBackends/Software/VideoBackend.h"
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								#include "VideoBackends/Vulkan/VideoBackend.h"
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								#include "VideoCommon/VideoBackendBase.h"
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								std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
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								VideoBackendBase* g_video_backend = nullptr;
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								static VideoBackendBase* s_default_backend = nullptr;
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								#ifdef _WIN32
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								#include <windows.h>
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								// Nvidia drivers >= v302 will check if the application exports a global
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								// variable named NvOptimusEnablement to know if it should run the app in high
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								// performance graphics mode or using the IGP.
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								extern "C" {
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								__declspec(dllexport) DWORD NvOptimusEnablement = 1;
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								}
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								#endif
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								void VideoBackendBase::PopulateList()
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								{
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								  // OGL > D3D11 > D3D12 > Vulkan > SW > Null
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								  g_available_video_backends.push_back(std::make_unique<OGL::VideoBackend>());
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								#ifdef _WIN32
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								  g_available_video_backends.push_back(std::make_unique<DX11::VideoBackend>());
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								  // More robust way to check for D3D12 support than (unreliable) OS version checks.
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								  HMODULE d3d12_module = LoadLibraryA("d3d12.dll");
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								  if (d3d12_module != nullptr)
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								  {
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								    FreeLibrary(d3d12_module);
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								    g_available_video_backends.push_back(std::make_unique<DX12::VideoBackend>());
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								  }
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								#endif
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								  g_available_video_backends.push_back(std::make_unique<Vulkan::VideoBackend>());
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								  g_available_video_backends.push_back(std::make_unique<SW::VideoSoftware>());
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								  g_available_video_backends.push_back(std::make_unique<Null::VideoBackend>());
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								  const auto iter =
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								      std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
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								                   [](const auto& backend) { return backend != nullptr; });
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								  if (iter == g_available_video_backends.end())
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								    return;
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								  s_default_backend = iter->get();
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								  g_video_backend = iter->get();
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								}
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								void VideoBackendBase::ClearList()
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								{
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								  g_available_video_backends.clear();
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								}
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								void VideoBackendBase::ActivateBackend(const std::string& name)
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								{
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								  // If empty, set it to the default backend (expected behavior)
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								  if (name.empty())
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								    g_video_backend = s_default_backend;
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								  const auto iter =
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								      std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
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								                   [&name](const auto& backend) { return name == backend->GetName(); });
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								  if (iter == g_available_video_backends.end())
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								    return;
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								  g_video_backend = iter->get();
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								}
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