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Wait for gfx pack init before loading shaders (#168)
2.0 introduced a race condition where the shader cache loading screen could load shaders before the graphic packs finished activating, potentially bypassing custom shaders. Also removed legacy GraphicPack interface (GraphicPack.cpp/.h) since it was only kept around for Cemuhook and removed u8string variant of cemuLog_force since it's no longer used
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@@ -10,7 +10,7 @@
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#include "config/ActiveSettings.h"
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#include "Cafe/TitleList/GameInfo.h"
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#include "util/helpers/SystemException.h"
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#include "Cafe/GraphicPack/GraphicPack.h"
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#include "Cafe/GraphicPack/GraphicPack2.h"
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#include "input/InputManager.h"
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@@ -399,7 +399,7 @@ void cemu_initForGame()
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debugger_handleEntryBreakpoint(_entryPoint);
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// load graphic packs
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forceLog_printf("------- Activate graphic packs -------");
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graphicPack_activateForCurrentTitle(CafeSystem::GetForegroundTitleId());
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GraphicPack2::ActivateForCurrentTitle();
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// print audio log
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IAudioAPI::PrintLogging();
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// everything initialized
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@@ -766,6 +766,7 @@ namespace CafeSystem
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iosu::act::Stop();
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iosu::mcp::Shutdown();
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iosu::fsa::Shutdown();
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GraphicPack2::Reset();
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UnmountCurrentTitle();
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sSystemRunning = false;
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}
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