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overlays: update progress dialog workaround
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parent
27349c5c69
commit
c78c504043
4 changed files with 11 additions and 16 deletions
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@ -1535,7 +1535,7 @@ void ppu_thread::cpu_task()
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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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thread_ctrl::wait_on<atomic_wait::op_ne>(g_progr_ptotal, 0);
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g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog = true;
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g_fxo->get<progress_dialog_server>().show_overlay_message_only = true;
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// Sadly we can't postpone initializing guest time because we need to run PPU threads
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// (the farther it's postponed, the less accuracy of guest time has been lost)
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@ -15,14 +15,6 @@
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void init_fxo_for_exec(utils::serial*, bool);
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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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@ -61,7 +61,7 @@ void progress_dialog_server::operator()()
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g_system_progress_canceled = false;
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// Initialize message dialog
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bool skip_this_one = false; // Workaround: do not open a progress dialog if there is already a cell message dialog open.
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bool show_overlay_message = false; // Only show an overlay message after initial loading is done.
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std::shared_ptr<MsgDialogBase> dlg;
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if (const auto renderer = rsx::get_current_renderer())
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@ -71,9 +71,9 @@ void progress_dialog_server::operator()()
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renderer->is_initialized.wait(false, atomic_wait_timeout(5 * 1000000000ull));
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auto manager = g_fxo->try_get<rsx::overlays::display_manager>();
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skip_this_one = !renderer->is_initialized || g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog || (manager && manager->get<rsx::overlays::message_dialog>());
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show_overlay_message = show_overlay_message_only;
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if (manager && !skip_this_one)
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if (manager && !show_overlay_message)
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{
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MsgDialogType type{};
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type.se_mute_on = true;
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@ -88,7 +88,7 @@ void progress_dialog_server::operator()()
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}
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}
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if (!skip_this_one && !native_dlg && (dlg = Emu.GetCallbacks().get_msg_dialog()))
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if (!show_overlay_message && !native_dlg && (dlg = Emu.GetCallbacks().get_msg_dialog()))
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{
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dlg->type.se_normal = true;
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dlg->type.bg_invisible = true;
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@ -141,7 +141,7 @@ void progress_dialog_server::operator()()
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break;
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}
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if (skip_this_one)
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if (show_overlay_message)
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{
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// Show a message instead
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rsx::overlays::show_ppu_compile_notification();
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@ -180,7 +180,7 @@ void progress_dialog_server::operator()()
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}
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}
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if (skip_this_one)
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if (show_overlay_message)
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{
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// Make sure to update any pending messages. PPU compilation may freeze the image.
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rsx::overlays::refresh_message_queue();
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@ -194,7 +194,7 @@ void progress_dialog_server::operator()()
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break;
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}
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if (skip_this_one)
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if (show_overlay_message)
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{
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// Do nothing
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}
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@ -39,4 +39,7 @@ struct progress_dialog_server
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~progress_dialog_server();
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static constexpr auto thread_name = "Progress Dialog Server"sv;
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// We don't want to show the native dialog during gameplay.
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atomic_t<bool> show_overlay_message_only = false;
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};
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