Textures loading screen (#6478)
* Add a loading screen for the preloading textures *The PreloadTextures() function is called from the EmuThread to prevent citra to freezing *Add a the preloading textures loadingscreen in loading_screen.cpp *Add custom_tex_manager.reset() in core.cpp to release ram memory after exiting a game * Add custom textures loading in EmuThread * Remove useless variable * Revert "Add custom textures loading in EmuThread" This reverts commit 45ed46fa09159f782c5d20a4330b4eb7cfcdc253. * Moved include from bootmanager.h to bootmanager.cpp
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@ -23,6 +23,7 @@
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "video_core/custom_textures/custom_tex_manager.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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@ -60,10 +61,17 @@ static GMainWindow* GetMainWindow() {
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void EmuThread::run() {
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MicroProfileOnThreadCreate("EmuThread");
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const auto scope = core_context.Acquire();
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Core::System& system = Core::System::GetInstance();
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if (Settings::values.preload_textures) {
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emit LoadProgress(VideoCore::LoadCallbackStage::Preload, 0, 0);
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system.CustomTexManager().PreloadTextures(
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stop_run, [this](VideoCore::LoadCallbackStage stage, std::size_t value,
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std::size_t total) { emit LoadProgress(stage, value, total); });
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}
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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Core::System& system = Core::System::GetInstance();
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system.Renderer().Rasterizer()->LoadDiskResources(
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stop_run, [this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
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emit LoadProgress(stage, value, total);
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