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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Exzap 2022-09-04 01:27:44 +02:00 committed by GitHub
parent 8dd1688ca7
commit 33167196d9
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 135 additions and 148 deletions

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@ -3,7 +3,6 @@
#include "gui/DownloadGraphicPacksWindow.h"
#include "Cafe/GraphicPack/GraphicPack2.h"
#include "config/CemuConfig.h"
#include "Cafe/GraphicPack/GraphicPack.h"
#include "Cafe/HW/Latte/Core/LatteAsyncCommands.h"
@ -184,7 +183,7 @@ void GraphicPacksWindow2::ExpandChildren(const std::vector<wxTreeItemId>& ids, s
void GraphicPacksWindow2::RefreshGraphicPacks()
{
GraphicPack2::ClearGraphicPacks();
graphicPack_loadAll();
GraphicPack2::LoadAll();
}
GraphicPacksWindow2::GraphicPacksWindow2(wxWindow* parent, uint64_t title_id_filter)