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RSX: update shader loading dialog at 60 fps
Looks much smoother
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parent
82c86ed2f7
commit
df79b6c238
1 changed files with 3 additions and 3 deletions
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@ -521,10 +521,10 @@ namespace rsx
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worker(stop_at);
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worker(stop_at);
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// Only update the screen at about 10fps since updating it everytime slows down the process
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// Only update the screen at about 60fps since updating it everytime slows down the process
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steady_clock::time_point now = steady_clock::now();
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steady_clock::time_point now = steady_clock::now();
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processed_since_last_update += inc;
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processed_since_last_update += inc;
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if ((std::chrono::duration_cast<std::chrono::milliseconds>(now - last_update) > 100ms) || (stop_at == entry_count))
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if ((std::chrono::duration_cast<std::chrono::milliseconds>(now - last_update) > 16ms) || (stop_at == entry_count))
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{
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{
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dlg->update_msg(step, get_message(step, stop_at, entry_count));
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dlg->update_msg(step, get_message(step, stop_at, entry_count));
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dlg->inc_value(step, processed_since_last_update);
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dlg->inc_value(step, processed_since_last_update);
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@ -544,7 +544,7 @@ namespace rsx
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u32 last_update_progress = 0;
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u32 last_update_progress = 0;
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while ((current_progress < entry_count) && !Emu.IsStopped())
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while ((current_progress < entry_count) && !Emu.IsStopped())
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{
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{
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std::this_thread::sleep_for(100ms); // Around 10fps should be good enough
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std::this_thread::sleep_for(16ms); // Around 60fps should be good enough
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current_progress = std::min(processed.load(), entry_count);
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current_progress = std::min(processed.load(), entry_count);
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processed_since_last_update = current_progress - last_update_progress;
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processed_since_last_update = current_progress - last_update_progress;
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