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Workaround: Skip progress_dialog during gameplay
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parent
497fbb17a8
commit
02febd3f65
@ -964,6 +964,12 @@ void ppu_thread::cpu_task()
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}
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ppu_initialize(), spu_cache::initialize();
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// Wait until the progress dialog is closed.
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// We don't want to open a cell dialog while a native progress dialog is still open.
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g_progr_ptotal.wait<atomic_wait::op_ne>(0);
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g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog = true;
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break;
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}
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case ppu_cmd::sleep:
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@ -420,10 +420,7 @@ void spu_cache::initialize()
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if (g_cfg.core.spu_decoder == spu_decoder_type::asmjit || g_cfg.core.spu_decoder == spu_decoder_type::llvm)
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{
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// Initialize progress dialog (wait for previous progress done)
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while (g_progr_ptotal)
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{
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g_progr_ptotal.wait<atomic_wait::op_ne>(0);
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}
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g_progr_ptotal.wait<atomic_wait::op_ne>(0);
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g_progr_ptotal += ::size32(func_list);
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progr.emplace("Building SPU cache...");
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@ -377,7 +377,7 @@ namespace
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renderer && renderer->is_inited)
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{
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auto manager = g_fxo->try_get<rsx::overlays::display_manager>();
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skip_this_one = manager && manager->get<rsx::overlays::message_dialog>();
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skip_this_one = g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog || (manager && manager->get<rsx::overlays::message_dialog>());
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if (manager && !skip_this_one)
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{
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@ -10,6 +10,14 @@
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#include "Emu/Cell/timers.hpp"
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struct progress_dialog_workaround
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{
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// WORKAROUND:
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// We don't want to show the native dialog during gameplay.
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// This can currently interfere with cell dialogs.
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atomic_t<bool> skip_the_progress_dialog = false;
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};
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enum class localized_string_id;
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enum class video_renderer;
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