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Also use events for config changed
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@ -256,6 +256,9 @@ void CheckForConfigChanges()
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const u32 old_game_mod_changes =
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g_ActiveConfig.graphics_mod_config ? g_ActiveConfig.graphics_mod_config->GetChangeCount() : 0;
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const bool old_graphics_mods_enabled = g_ActiveConfig.bGraphicMods;
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const AspectMode old_suggested_aspect_mode = g_ActiveConfig.suggested_aspect_mode;
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const bool old_widescreen_hack = g_ActiveConfig.bWidescreenHack;
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const auto old_post_processing_shader = g_ActiveConfig.sPostProcessingShader;
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UpdateActiveConfig();
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FreeLook::UpdateActiveConfig();
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@ -301,22 +304,21 @@ void CheckForConfigChanges()
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changed_bits |= CONFIG_CHANGE_BIT_BBOX;
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if (g_renderer->CalculateTargetSize())
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changed_bits |= CONFIG_CHANGE_BIT_TARGET_SIZE;
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g_presenter->CheckForConfigChanges(changed_bits);
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if (old_suggested_aspect_mode != g_ActiveConfig.suggested_aspect_mode)
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changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
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if (old_widescreen_hack != g_ActiveConfig.bWidescreenHack)
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changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
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if (old_post_processing_shader != g_ActiveConfig.sPostProcessingShader)
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changed_bits |= CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER;
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// No changes?
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if (changed_bits == 0)
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return;
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// Notify the backend of the changes, if any.
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g_gfx->OnConfigChanged(changed_bits);
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// Notify all listeners
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ConfigChangedEvent::Trigger(changed_bits);
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// If there's any shader changes, wait for the GPU to finish before destroying anything.
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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g_gfx->WaitForGPUIdle();
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g_gfx->SetPipeline(nullptr);
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}
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// TODO: Move everything else to the ConfigChanged event
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// Framebuffer changed?
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if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
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