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Enable in-game reload of some settings #6792

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merged 3 commits into from
Nov 27, 2019
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Megamouse
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This will enable the dynamic reapplication of certain settings during game play after saving the settings dialog. Further settings might be unlocked accordingly in the future.

The currently unlocked settings are:

all the settings for the performance overlay,
all the settings for the shader compilation hint,
all the settings for the shader compilation screen (although currently only applies whenever the screen is spawned),
show trophy popups,
auto-start,
auto-exit,
start with fullscreen,
show fps in title

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@CookiePLMonster CookiePLMonster left a comment

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Just a few very minor nitpicks, looks good otherwise. Untested.

rpcs3/Emu/RSX/Overlays/overlay_perf_metrics.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/RSX/Overlays/overlay_perf_metrics.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/RSX/Overlays/overlay_perf_metrics.h Outdated Show resolved Hide resolved
@money123451
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in my testing of this pr if you change the per game settings they don't apply until you go into the main settings menu and click save but past that it seems to work fine.

@Megamouse
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@money123451 should work now.

@money123451
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it works as it should now.

@@ -625,16 +660,59 @@ namespace rsx
const f32 x_stride = f32(w) / m_datapoint_count;
const u32 tail_index_offset = m_datapoints.size() - m_datapoint_count;

for (u32 i = 0; i < m_datapoint_count; ++i)
for (size_t i = 0; i < m_datapoint_count; ++i)
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whats going on here? this change and the one below it seem pointless...unless I missed something.

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Some random warning I was getting. It fixed some green wavey underlined text in VS 🤷‍♂️

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It's a good change correctness wise though, especially when indexing arrays it's healthy to use a machine word size data type.

@Megamouse Megamouse merged commit d91f819 into RPCS3:master Nov 27, 2019
@Megamouse Megamouse deleted the dynamic branch December 7, 2019 14:59
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4 participants