This doesn't actually work anymore, and given how long it's been left in
that state, it's unlikely anyone actually seriously used it.
Generally it's preferable to use RenderDoc or Nsight to view surfaces.
Rather than scream that the file doesn't exist, we can clearly state
what specifically doesn't exist, to avoid ambiguity, and make it easier
to understand for non-primary English speakers/readers.
In these cases the system object is nearby, and in the other, the
long-form of accessing the telemetry instance is already used, so we can
get rid of the use of the global accessor.
MSVC does not seem to like using constexpr values in a lambda that were declared outside of it.
Previously on MSVC build the hotkeys to inc-/decrease the speed limit were not working correctly because in the lambda the SPEED_LIMIT_STEP had garbage values.
After googling around a bit I found: https://github.com/codeplaysoftware/computecpp-sdk/issues/95 which seems to be a similar issue.
Trying the suggested fix to make the variable static constexpr also fixes the bug here.
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
This allows us to present a much nicer UI to the user over a simple combo box and is made easy with the modular nature of the profile-selection applet frontend.
Using the QtProfileSelectorDialog, this implementation is trivial. This mimics the real switch behavior of asking which user on every game boot, but it is default disabled as that might get inconvenient.
Allows capturing screenshot at the current internal resolution (native for software renderer), but a setting is available to capture it in other resolutions. The screenshot is saved to a single PNG in the current layout.
We can just return a new instance of this when it's requested. This only
ever holds pointers to the existing registed caches, so it's not a large
object. Plus, this also gets rid of the need to keep around a separate
member function just to properly clear out the union.
Gets rid of one of five globals in the filesystem code.