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analytics: Report OpenGL's adapter name too.
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@ -219,6 +219,10 @@ void DolphinAnalytics::MakePerGameBuilder()
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{
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builder.AddData("gpu-adapter", g_Config.backend_info.Adapters[g_Config.iAdapter]);
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}
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else if (!g_Config.backend_info.AdapterName.empty())
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{
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builder.AddData("gpu-adapter", g_Config.backend_info.AdapterName);
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}
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builder.AddData("gpu-has-exclusive-fullscreen", g_Config.backend_info.bSupportsExclusiveFullscreen);
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builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend);
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builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);
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@ -404,6 +404,9 @@ Renderer::Renderer()
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}
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}
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// Copy the GPU name to g_Config, so Analytics can see it.
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g_Config.backend_info.AdapterName = g_ogl_config.gl_renderer;
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g_Config.backend_info.bSupportsDualSourceBlend = GLExtensions::Supports("GL_ARB_blend_func_extended") ||
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GLExtensions::Supports("GL_EXT_blend_func_extended");
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g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVERESTART) &&
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@ -156,6 +156,9 @@ struct VideoConfig final
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std::vector<std::string> PPShaders; // post-processing shaders
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std::vector<std::string> AnaglyphShaders; // anaglyph shaders
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// TODO: merge AdapterName and Adapters array
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std::string AdapterName; // for OpenGL
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bool bSupportsExclusiveFullscreen;
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bool bSupportsDualSourceBlend;
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bool bSupportsPrimitiveRestart;
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