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Fix renderer detection under Wine.
Use new timing checks to detect D3D being dependant on other APIs. (Should work now regardless of platform, but GPU hardware detection may still be needed...)
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3 changed files with 542 additions and 35 deletions
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@ -27,6 +27,21 @@
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#include "Renderer_Hook.h"
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/* Timeout is in seconds.
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Used for determining which rendering API is the real one used by
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the app when multiple APIs are used. (NVIDIA, Wine, etc.)
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This is an internally used value, separate from the timeout given
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to DetectRenderer().
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If you define it below the minimal level (one second), the minimal level
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will be used.
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Any timeout given to DetectRenderer() less than this value will be upgraded
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to it.
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*/
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#define MAX_RENDERER_API_DETECT_TIMEOUT 1
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namespace ingame_overlay {
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std::future<Renderer_Hook*> DetectRenderer(std::chrono::milliseconds timeout = std::chrono::milliseconds{ -1 });
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