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Windows: Avoid restarting completely on GPU change.
This retains the logger, avoids an annoying window open/close, and most importantly for me: keeps the debugger attached.
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@@ -770,26 +770,22 @@ namespace MainWindow {
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case ID_OPTIONS_DIRECT3D9:
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g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D9;
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g_Config.bRestartRequired = true;
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PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
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PostMessage(MainWindow::GetHWND(), WM_USER_RESTART_EMUTHREAD, 0, 0);
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break;
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case ID_OPTIONS_DIRECT3D11:
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g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D11;
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g_Config.bRestartRequired = true;
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PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
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PostMessage(MainWindow::GetHWND(), WM_USER_RESTART_EMUTHREAD, 0, 0);
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break;
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case ID_OPTIONS_OPENGL:
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g_Config.iGPUBackend = GPU_BACKEND_OPENGL;
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g_Config.bRestartRequired = true;
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PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
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PostMessage(MainWindow::GetHWND(), WM_USER_RESTART_EMUTHREAD, 0, 0);
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break;
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case ID_OPTIONS_VULKAN:
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g_Config.iGPUBackend = GPU_BACKEND_VULKAN;
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g_Config.bRestartRequired = true;
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PostMessage(MainWindow::GetHWND(), WM_CLOSE, 0, 0);
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PostMessage(MainWindow::GetHWND(), WM_USER_RESTART_EMUTHREAD, 0, 0);
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break;
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case ID_OPTIONS_NONBUFFEREDRENDERING: setRenderingMode(FB_NON_BUFFERED_MODE); break;
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