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Wait for gfx pack init before loading shaders (#168)
2.0 introduced a race condition where the shader cache loading screen could load shaders before the graphic packs finished activating, potentially bypassing custom shaders. Also removed legacy GraphicPack interface (GraphicPack.cpp/.h) since it was only kept around for Cemuhook and removed u8string variant of cemuLog_force since it's no longer used
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8dd1688ca7
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33167196d9
13 changed files with 135 additions and 148 deletions
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@ -92,7 +92,7 @@ void deleteDownloadedGraphicPacks()
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{
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const auto path = ActiveSettings::GetPath("graphicPacks/downloadedGraphicPacks");
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std::error_code er;
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if (!fs::exists(path))
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if (!fs::exists(path, er))
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return;
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try
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{
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@ -3,7 +3,6 @@
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#include "gui/DownloadGraphicPacksWindow.h"
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#include "Cafe/GraphicPack/GraphicPack2.h"
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#include "config/CemuConfig.h"
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#include "Cafe/GraphicPack/GraphicPack.h"
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#include "Cafe/HW/Latte/Core/LatteAsyncCommands.h"
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@ -184,7 +183,7 @@ void GraphicPacksWindow2::ExpandChildren(const std::vector<wxTreeItemId>& ids, s
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void GraphicPacksWindow2::RefreshGraphicPacks()
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{
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GraphicPack2::ClearGraphicPacks();
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graphicPack_loadAll();
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GraphicPack2::LoadAll();
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}
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GraphicPacksWindow2::GraphicPacksWindow2(wxWindow* parent, uint64_t title_id_filter)
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@ -34,7 +34,6 @@
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#include "gui/TitleManager.h"
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#include "Cafe/CafeSystem.h"
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#include "Cafe/GraphicPack/GraphicPack.h"
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#include "Cafe/TitleList/GameInfo.h"
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#include <boost/algorithm/string.hpp>
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