shader: Adhere to disk shader cache setting
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b659212dbd
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dd39b87b0c
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@ -64,12 +64,13 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), stop_token,
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[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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});
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}
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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gpu.ReleaseContext();
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@ -218,9 +218,11 @@ int main(int argc, char** argv) {
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// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
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system.GPU().Start();
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if (Settings::values.use_disk_shader_cache.GetValue()) {
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system.Renderer().ReadRasterizer()->LoadDiskResources(
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system.CurrentProcess()->GetTitleID(), std::stop_token{},
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[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
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}
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void(system.Run());
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while (emu_window->IsOpen()) {
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