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Savedata management screen #7808
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…o create a basic savedata listing screen.
…n browse saves and states.
@@ -317,8 +317,6 @@ static void __IoFreeFd(int fd, u32 &error) { | |||
// TODO: We don't do any of that yet. | |||
// For now, let's at least delay the callback notification. | |||
static void __IoAsyncNotify(u64 userdata, int cyclesLate) { | |||
PROFILE_THIS_SCOPE("io_rw"); |
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Hmm, why? The goal is to capture time in __IoCompleteAsyncIO
essentially.
-[Unknown]
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Had to remove it because our profiler can't handle entering the same scope recursively.
However shouldn't have done it in this branch, and should probably rather have fixed the profiler :)
Travis failures don't seem to be related to changes in this branch, so I'm merging soon. |
@@ -466,7 +466,7 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) | |||
} | |||
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if (!(gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME)) { | |||
TransformUnit::SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, gstate.getPatchPrimitiveType(), gstate.vertType); | |||
//TransformUnit::SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, gstate.getPatchPrimitiveType(), gstate.vertType); |
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Hmm, not sure if this belonged in this branch either?
-[Unknown]
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It crashes, but yeah, you're right, it should have been separate.
This adds some basic UI to manage save data. See #7783. It lists all savedata and save states available, so now you can delete save data from games you no longer have, without having to use external file managers and stuff.
Make sure to update native if you try to build this.
Some work remains before I'll merge, like localization hooks and maybe try to improve the save state display. Unfortunately we don't store much metadata in our save states so the list ends up really ugly, and the images are too large to use as thumbnails in a long list of them.
I'm not sure if this is really worth a place in the main menu. Any better ideas for how to get to this screen?