diff --git a/Windows/EmuThread.cpp b/Windows/EmuThread.cpp index 5a81b5ceb89b..bdae8c567387 100644 --- a/Windows/EmuThread.cpp +++ b/Windows/EmuThread.cpp @@ -159,7 +159,7 @@ void MainThreadFunc() { if (performingRestart) { // Okay, switching graphics didn't work out. Probably a driver bug - fallback to restart. // This happens on NVIDIA when switching OpenGL -> Vulkan. - g_Config.Save(); + g_Config.Save("fallback"); W32Util::ExitAndRestart(); } @@ -196,7 +196,7 @@ void MainThreadFunc() { g_Config.iGPUBackend = (int)nextBackend; // Clear this to ensure we try their selection. g_Config.sFailedGPUBackends.clear(); - g_Config.Save(); + g_Config.Save("save failed gpu backends"); W32Util::ExitAndRestart(); } else { diff --git a/Windows/GPU/D3D11Context.cpp b/Windows/GPU/D3D11Context.cpp index c5ef162b2001..d94a31131c82 100644 --- a/Windows/GPU/D3D11Context.cpp +++ b/Windows/GPU/D3D11Context.cpp @@ -148,7 +148,7 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) { // Change the config to D3D and restart. g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D9; g_Config.sFailedGPUBackends.clear(); - g_Config.Save(); + g_Config.Save("change to d3d9 from d3d11"); W32Util::ExitAndRestart(); } diff --git a/Windows/GPU/WindowsGLContext.cpp b/Windows/GPU/WindowsGLContext.cpp index 527860d2eef9..c98095a131ed 100644 --- a/Windows/GPU/WindowsGLContext.cpp +++ b/Windows/GPU/WindowsGLContext.cpp @@ -268,7 +268,7 @@ bool WindowsGLContext::InitFromRenderThread(std::string *error_message) { bool d3d9 = IDYES == MessageBox(hWnd_, whichD3D9.c_str(), title.c_str(), MB_YESNO); g_Config.iGPUBackend = d3d9 ? (int)GPUBackend::DIRECT3D9 : (int)GPUBackend::DIRECT3D11; g_Config.sFailedGPUBackends.clear(); - g_Config.Save(); + g_Config.Save("change from gl to d3d"); W32Util::ExitAndRestart(); }