VideoBackend: Video config filename is now exposed in VideoBackends.

It reduces redundancy. Needed make possible to save current video config.
This commit is contained in:
ghost
2015-09-22 03:25:37 +03:00
parent 79bf93996f
commit 07e4b4f7c4
7 changed files with 25 additions and 6 deletions

View File

@ -17,6 +17,7 @@ class VideoBackend : public VideoBackendHardware
std::string GetName() const override;
std::string GetDisplayName() const override;
std::string GetConfigName() const override;
void Video_Prepare() override;
void Video_Cleanup() override;

View File

@ -64,6 +64,11 @@ std::string VideoBackend::GetDisplayName() const
return "Direct3D";
}
std::string VideoBackend::GetConfigName() const
{
return "gfx_dx11";
}
void InitBackendInfo()
{
HRESULT hr = DX11::D3D::LoadDXGI();
@ -148,7 +153,7 @@ void InitBackendInfo()
void VideoBackend::ShowConfig(void *hParent)
{
InitBackendInfo();
Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_dx11");
Host_ShowVideoConfig(hParent, GetDisplayName(), GetConfigName());
}
bool VideoBackend::Initialize(void *window_handle)
@ -161,7 +166,7 @@ bool VideoBackend::Initialize(void *window_handle)
frameCount = 0;
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini");
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + GetConfigName() + ".ini");
g_Config.GameIniLoad();
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();