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-rw-r--r--src/common/scratch_buffer.h1
-rw-r--r--src/common/settings.cpp2
-rw-r--r--src/common/settings.h1
3 files changed, 4 insertions, 0 deletions
diff --git a/src/common/scratch_buffer.h b/src/common/scratch_buffer.h
index 1245a5086..26d4e76dc 100644
--- a/src/common/scratch_buffer.h
+++ b/src/common/scratch_buffer.h
@@ -23,6 +23,7 @@ public:
buffer{Common::make_unique_for_overwrite<T[]>(initial_capacity)} {}
~ScratchBuffer() = default;
+ ScratchBuffer(ScratchBuffer&&) = default;
/// This will only grow the buffer's capacity if size is greater than the current capacity.
/// The previously held data will remain intact.
diff --git a/src/common/settings.cpp b/src/common/settings.cpp
index 749ac213f..84955030b 100644
--- a/src/common/settings.cpp
+++ b/src/common/settings.cpp
@@ -59,6 +59,7 @@ void LogSettings() {
values.use_asynchronous_gpu_emulation.GetValue());
log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
+ log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
@@ -219,6 +220,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.use_asynchronous_gpu_emulation.SetGlobal(true);
values.nvdec_emulation.SetGlobal(true);
values.accelerate_astc.SetGlobal(true);
+ values.async_astc.SetGlobal(true);
values.use_vsync.SetGlobal(true);
values.shader_backend.SetGlobal(true);
values.use_asynchronous_shaders.SetGlobal(true);
diff --git a/src/common/settings.h b/src/common/settings.h
index 6d27dd5ee..512ecff69 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -453,6 +453,7 @@ struct Values {
SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
+ SwitchableSetting<bool> async_astc{false, "async_astc"};
SwitchableSetting<bool> use_vsync{true, "use_vsync"};
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
ShaderBackend::SPIRV, "shader_backend"};