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[d3d8] Use D3D8 compatibilty mode to set HUD API level #4664

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WinterSnowfall
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Kind of a minor derp that went unnoticed so far: in d8vk we were only setting the correct API level for the implicit swapchain. If games decided to create any additional swapchains, the HUD would incorrectly show D3D9.

I've uncovered this thanks to Serious Sam (The First/Second Encounter), which does just that.

The PR removes the needless SetAPIName cascading calls from the d3d9 bridge and simply relies on the D3D8 compatibility mode when determining the HUD API level.

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