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@ -1654,35 +1654,15 @@ void GMainWindow::OnGameListOpenFolder(u64 program_id, GameListOpenTarget target
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void GMainWindow::OnTransferableShaderCacheOpenFile(u64 program_id) {
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const auto shader_cache_dir = Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir);
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const auto transferable_shader_cache_folder_path = shader_cache_dir / "opengl" / "transferable";
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const auto transferable_shader_cache_file_path =
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transferable_shader_cache_folder_path / fmt::format("{:016X}.bin", program_id);
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if (!Common::FS::Exists(transferable_shader_cache_file_path)) {
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const auto shader_cache_folder_path{shader_cache_dir / fmt::format("{:016x}", program_id)};
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if (!Common::FS::Exists(shader_cache_folder_path)) {
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QMessageBox::warning(this, tr("Error Opening Transferable Shader Cache"),
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tr("A shader cache for this title does not exist."));
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return;
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}
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const auto qt_shader_cache_folder_path =
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QString::fromStdString(Common::FS::PathToUTF8String(transferable_shader_cache_folder_path));
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const auto qt_shader_cache_file_path =
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QString::fromStdString(Common::FS::PathToUTF8String(transferable_shader_cache_file_path));
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// Windows supports opening a folder with selecting a specified file in explorer. On every other
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// OS we just open the transferable shader cache folder without preselecting the transferable
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// shader cache file for the selected game.
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#if defined(Q_OS_WIN)
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const QString explorer = QStringLiteral("explorer");
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QStringList param;
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if (!QFileInfo(qt_shader_cache_file_path).isDir()) {
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param << QStringLiteral("/select,");
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}
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param << QDir::toNativeSeparators(qt_shader_cache_file_path);
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QProcess::startDetached(explorer, param);
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#else
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QDesktopServices::openUrl(QUrl::fromLocalFile(qt_shader_cache_folder_path));
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#endif
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const auto shader_path_string{Common::FS::PathToUTF8String(shader_cache_folder_path)};
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const auto qt_shader_cache_path = QString::fromStdString(shader_path_string);
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QDesktopServices::openUrl(QUrl::fromLocalFile(qt_shader_cache_path));
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}
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static std::size_t CalculateRomFSEntrySize(const FileSys::VirtualDir& dir, bool full) {
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