Add an ini setting to hide performance warnings.

This commit is contained in:
Unknown W. Brackets 2017-03-11 19:31:00 -08:00
parent 10ad7e1b5b
commit ad8a0e6cc0
5 changed files with 9 additions and 3 deletions

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@ -384,6 +384,7 @@ static ConfigSetting cpuSettings[] = {
ReportedConfigSetting("IOTimingMethod", &g_Config.iIOTimingMethod, IOTIMING_FAST, true, true),
ConfigSetting("FastMemoryAccess", &g_Config.bFastMemory, true, true, true),
ReportedConfigSetting("FuncReplacements", &g_Config.bFuncReplacements, true, true, true),
ConfigSetting("HideSlowWarnings", &g_Config.bHideSlowWarnings, false, true, true),
ReportedConfigSetting("CPUSpeed", &g_Config.iLockedCPUSpeed, 0, true, true),
ConfigSetting(false),

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@ -131,6 +131,7 @@ public:
bool bCheckForNewVersion;
bool bForceLagSync;
bool bFuncReplacements;
bool bHideSlowWarnings;
// Definitely cannot be changed while game is running.
bool bSeparateCPUThread;

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@ -662,7 +662,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
// Let the user know if we're running slow, so they know to adjust settings.
// Sometimes users just think the sound emulation is broken.
static bool hasNotifiedSlow = false;
if (!hasNotifiedSlow && IsRunningSlow()) {
if (!g_Config.bHideSlowWarnings && !hasNotifiedSlow && IsRunningSlow()) {
I18NCategory *err = GetI18NCategory("Error");
host->NotifyUserMessage(err->T("Running slow: try frameskip, sound is choppy when slow"), 6.0f, 0xFF3030FF);
hasNotifiedSlow = true;

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@ -582,7 +582,9 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
if (vs->Failed()) {
I18NCategory *gr = GetI18NCategory("Graphics");
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
if (!g_Config.bHideSlowWarnings) {
host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
}
delete vs;
ComputeVertexShaderID(&VSID, vertType, false);

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@ -847,7 +847,9 @@ Shader *ShaderManagerGLES::ApplyVertexShader(int prim, u32 vertType, ShaderID *V
if (vs->Failed()) {
I18NCategory *gr = GetI18NCategory("Graphics");
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
if (!g_Config.bHideSlowWarnings) {
host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
}
delete vs;
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure