VideoNull: Set all fields in backend_info
A few of these were missing, which could cause the adapter list to remain visible after switching to null, for example.
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@ -26,18 +26,27 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.api_type = APIType::Nothing;
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g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_Config.backend_info.bSupportsBindingLayout = true;
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g_Config.backend_info.bSupportsBBox = true;
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g_Config.backend_info.bSupportsGSInstancing = true;
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g_Config.backend_info.bSupportsPostProcessing = false;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = true;
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g_Config.backend_info.bSupportsSSAA = true;
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g_Config.backend_info.bSupportsDepthClamp = true;
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g_Config.backend_info.bSupportsReversedDepthRange = true;
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g_Config.backend_info.bSupportsMultithreading = false;
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// aamodes: We only support 1 sample, so no MSAA
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g_Config.backend_info.Adapters.clear();
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g_Config.backend_info.AAModes = {1};
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g_Config.backend_info.PPShaders.clear();
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g_Config.backend_info.AnaglyphShaders.clear();
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}
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bool VideoBackend::Initialize(void* window_handle)
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