VideoCommon: Prefer D3D11/12 over OpenGL on Windows.
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@ -232,18 +232,17 @@ const std::vector<std::unique_ptr<VideoBackendBase>>& VideoBackendBase::GetAvail
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static auto s_available_backends = [] {
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std::vector<std::unique_ptr<VideoBackendBase>> backends;
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// OGL > D3D11 > D3D12 > Vulkan > SW > Null
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// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef _WIN32
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backends.push_back(std::make_unique<DX11::VideoBackend>());
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backends.push_back(std::make_unique<DX12::VideoBackend>());
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#endif
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef HAS_VULKAN
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#ifdef __APPLE__
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// Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL.
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// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
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backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>());
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#else
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backends.push_back(std::make_unique<Vulkan::VideoBackend>());
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