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video_core,yuzu: Move UpdateRescalingInfo call to video_core
This only needs to happen once per game boot, so we can just call it during CreateGPU and be done with it, avoiding the need to call it in the frontends.
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@ -37,6 +37,8 @@ std::unique_ptr<VideoCore::RendererBase> CreateRenderer(
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namespace VideoCore {
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namespace VideoCore {
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std::unique_ptr<Tegra::GPU> CreateGPU(Core::Frontend::EmuWindow& emu_window, Core::System& system) {
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std::unique_ptr<Tegra::GPU> CreateGPU(Core::Frontend::EmuWindow& emu_window, Core::System& system) {
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Settings::UpdateRescalingInfo();
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const auto nvdec_value = Settings::values.nvdec_emulation.GetValue();
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const auto nvdec_value = Settings::values.nvdec_emulation.GetValue();
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const bool use_nvdec = nvdec_value != Settings::NvdecEmulation::Off;
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const bool use_nvdec = nvdec_value != Settings::NvdecEmulation::Off;
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const bool use_async = Settings::values.use_asynchronous_gpu_emulation.GetValue();
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const bool use_async = Settings::values.use_asynchronous_gpu_emulation.GetValue();
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@ -850,8 +850,6 @@ void Config::ReadRendererValues() {
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ReadBasicSetting(Settings::values.disable_shader_loop_safety_checks);
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ReadBasicSetting(Settings::values.disable_shader_loop_safety_checks);
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}
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}
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Settings::UpdateRescalingInfo();
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qt_config->endGroup();
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qt_config->endGroup();
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}
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}
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@ -1409,8 +1407,6 @@ void Config::SaveRendererValues() {
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WriteBasicSetting(Settings::values.disable_shader_loop_safety_checks);
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WriteBasicSetting(Settings::values.disable_shader_loop_safety_checks);
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}
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}
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Settings::UpdateRescalingInfo();
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qt_config->endGroup();
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qt_config->endGroup();
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}
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}
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@ -247,7 +247,6 @@ void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.bg_blue.SetValue(static_cast<u8>(bg_color.blue()));
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Settings::values.bg_blue.SetValue(static_cast<u8>(bg_color.blue()));
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}
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}
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}
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}
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Settings::UpdateRescalingInfo();
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}
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}
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void ConfigureGraphics::changeEvent(QEvent* event) {
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void ConfigureGraphics::changeEvent(QEvent* event) {
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