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Add an ini setting to hide performance warnings.
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@ -384,6 +384,7 @@ static ConfigSetting cpuSettings[] = {
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ReportedConfigSetting("IOTimingMethod", &g_Config.iIOTimingMethod, IOTIMING_FAST, true, true),
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ConfigSetting("FastMemoryAccess", &g_Config.bFastMemory, true, true, true),
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ReportedConfigSetting("FuncReplacements", &g_Config.bFuncReplacements, true, true, true),
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ConfigSetting("HideSlowWarnings", &g_Config.bHideSlowWarnings, false, true, true),
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ReportedConfigSetting("CPUSpeed", &g_Config.iLockedCPUSpeed, 0, true, true),
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ConfigSetting(false),
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@ -131,6 +131,7 @@ public:
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bool bCheckForNewVersion;
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bool bForceLagSync;
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bool bFuncReplacements;
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bool bHideSlowWarnings;
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// Definitely cannot be changed while game is running.
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bool bSeparateCPUThread;
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@ -662,7 +662,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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// Let the user know if we're running slow, so they know to adjust settings.
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// Sometimes users just think the sound emulation is broken.
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static bool hasNotifiedSlow = false;
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if (!hasNotifiedSlow && IsRunningSlow()) {
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if (!g_Config.bHideSlowWarnings && !hasNotifiedSlow && IsRunningSlow()) {
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I18NCategory *err = GetI18NCategory("Error");
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host->NotifyUserMessage(err->T("Running slow: try frameskip, sound is choppy when slow"), 6.0f, 0xFF3030FF);
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hasNotifiedSlow = true;
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@ -582,7 +582,9 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
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if (vs->Failed()) {
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I18NCategory *gr = GetI18NCategory("Graphics");
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ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
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host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
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if (!g_Config.bHideSlowWarnings) {
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host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
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}
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delete vs;
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ComputeVertexShaderID(&VSID, vertType, false);
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@ -847,7 +847,9 @@ Shader *ShaderManagerGLES::ApplyVertexShader(int prim, u32 vertType, ShaderID *V
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if (vs->Failed()) {
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I18NCategory *gr = GetI18NCategory("Graphics");
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ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
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host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
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if (!g_Config.bHideSlowWarnings) {
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host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
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}
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delete vs;
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// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
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