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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6 changed files with 29 additions and 7 deletions
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@ -62,6 +62,8 @@ QProgressBar::chunk {
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// Definitions for the differences in text and styling for each stage
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const static std::unordered_map<VideoCore::LoadCallbackStage, const char*> stage_translations{
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{VideoCore::LoadCallbackStage::Prepare, QT_TRANSLATE_NOOP("LoadingScreen", "Loading...")},
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{VideoCore::LoadCallbackStage::Preload,
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QT_TRANSLATE_NOOP("LoadingScreen", "Preloading Textures %1 / %2")},
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{VideoCore::LoadCallbackStage::Decompile,
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QT_TRANSLATE_NOOP("LoadingScreen", "Preparing Shaders %1 / %2")},
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{VideoCore::LoadCallbackStage::Build,
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@ -70,6 +72,7 @@ const static std::unordered_map<VideoCore::LoadCallbackStage, const char*> stage
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};
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const static std::unordered_map<VideoCore::LoadCallbackStage, const char*> progressbar_style{
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{VideoCore::LoadCallbackStage::Prepare, PROGRESSBAR_STYLE_PREPARE},
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{VideoCore::LoadCallbackStage::Preload, PROGRESSBAR_STYLE_BUILD},
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{VideoCore::LoadCallbackStage::Decompile, PROGRESSBAR_STYLE_DECOMPILE},
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{VideoCore::LoadCallbackStage::Build, PROGRESSBAR_STYLE_BUILD},
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{VideoCore::LoadCallbackStage::Complete, PROGRESSBAR_STYLE_COMPLETE},
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@ -186,7 +189,8 @@ void LoadingScreen::OnLoadProgress(VideoCore::LoadCallbackStage stage, std::size
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// update labels and progress bar
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const auto& stg = tr(stage_translations.at(stage));
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if (stage == VideoCore::LoadCallbackStage::Decompile ||
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stage == VideoCore::LoadCallbackStage::Build) {
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stage == VideoCore::LoadCallbackStage::Build ||
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stage == VideoCore::LoadCallbackStage::Preload) {
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ui->stage->setText(stg.arg(value).arg(total));
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} else {
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ui->stage->setText(stg);
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