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settings,video_core: Consolidate ASTC decoding options
Just puts them all neatly into one place.
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@ -764,10 +764,8 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
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ReadGlobalSetting(Settings::values.nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.async_astc);
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ReadGlobalSetting(Settings::values.astc_recompression);
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ReadGlobalSetting(Settings::values.use_reactive_flushing);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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ReadGlobalSetting(Settings::values.use_vulkan_driver_pipeline_cache);
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@ -1428,13 +1426,19 @@ void Config::SaveRendererValues() {
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static_cast<u32>(Settings::values.nvdec_emulation.GetValue(global)),
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static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()),
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Settings::values.nvdec_emulation.UsingGlobal());
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.async_astc);
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WriteSetting(QString::fromStdString(Settings::values.accelerate_astc.GetLabel()),
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static_cast<u32>(Settings::values.accelerate_astc.GetValue(global)),
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static_cast<u32>(Settings::values.accelerate_astc.GetDefault()),
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Settings::values.accelerate_astc.UsingGlobal());
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WriteSetting(QString::fromStdString(Settings::values.astc_recompression.GetLabel()),
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static_cast<u32>(Settings::values.astc_recompression.GetValue(global)),
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static_cast<u32>(Settings::values.astc_recompression.GetDefault()),
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Settings::values.astc_recompression.UsingGlobal());
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WriteGlobalSetting(Settings::values.use_reactive_flushing);
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WriteSetting(QString::fromStdString(Settings::values.accelerate_astc.GetLabel()),
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static_cast<u32>(Settings::values.accelerate_astc.GetValue(global)),
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static_cast<u32>(Settings::values.accelerate_astc.GetDefault()),
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Settings::values.shader_backend.UsingGlobal());
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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static_cast<u32>(Settings::values.shader_backend.GetDefault()),
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