InputCommon: Introducing the "Dynamic Input Texture". Configuration links an emulated input action to an image based on what host key is defined for that emulated input. Specific regions are called out in configuration that mark where to replace an input button with a host key image.

This commit is contained in:
iwubcode
2019-08-17 14:40:58 -05:00
parent 8a1539f948
commit fd3af4c5d3
24 changed files with 1114 additions and 9 deletions

View File

@ -1138,6 +1138,11 @@ void Renderer::EndUIFrame()
BeginImGuiFrame();
}
void Renderer::ForceReloadTextures()
{
m_force_reload_textures.Set();
}
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
void Renderer::UpdateWidescreenHeuristic()
{
@ -1302,9 +1307,17 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
// state changes the specialized shader will not take over.
g_vertex_manager->InvalidatePipelineObject();
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
g_texture_cache->FlushEFBCopies();
if (m_force_reload_textures.TestAndClear())
{
g_texture_cache->ForceReload();
}
else
{
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending
// copies.
g_texture_cache->FlushEFBCopies();
}
if (!is_duplicate_frame)
{