Admiral H. Curtiss
Admiral H. Curtiss
I still think we should have a global option for this as well, but allowing this to be overridden per-texture is a great idea and probably quite useful.
> Is it possible for your code to cause stutter, because the client has promised to schedule the event at a certain time, and it has reached that time, so...
I believe I've mentioned on Discord that I'm not entirely happy with the implementation here. It's better than nothing, definitely, so I guess we can take it, and then swap...
This should probably be rebased to get rid of the merge commit.
I'll rebase it for you, alright?
Assuming you're on the correct branch and the main Dolphin repository is registered as the `upstream` remote, ``` git fetch upstream git rebase upstream/master git push --force-with-lease ```
So what's the state here now?
Okay, this is a pretty unfamiliar corner of the code for me, so let me know if I got the logic right. - On game boot (and when a high-res...
fwiw I *think* if you just make `CustomAsset::m_last_loaded_time` an `std::atomic` then the threading logic around that should be okay, assuming I understand the sequencing guarantees about that correctly.
Okay, tested this a bit. Seems to work fine but I found a crash when a texture is renamed/removed while the game is running -- you're using the throwing `std::filesystem`...