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iOS: Fix hang when task switching in GL mode
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@@ -183,6 +183,16 @@ void GLRenderManager::StopThread() {
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}
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}
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void GLRenderManager::StartThread() {
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// There's not really a lot to do here anymore.
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INFO_LOG(G3D, "GLRenderManager::StartThread()");
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if (!runCompileThread_) {
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runCompileThread_ = true;
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} else {
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INFO_LOG(G3D, "GL submission thread was already running.");
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}
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}
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std::string GLRenderManager::GetGpuProfileString() const {
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int curFrame = curFrame_;
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const GLQueueProfileContext &profile = frameData_[curFrame].profile;
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@@ -834,6 +834,7 @@ public:
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}
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}
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void StartThread(); // Currently only used on iOS, since we fully recreate the context on Android
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void StopThread();
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bool SawOutOfMemory() {
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@@ -873,6 +874,7 @@ private:
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FastVec<GLRInitStep> initSteps_;
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// Execution time state
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// TODO: Rename this, as we don't actually use a compile thread on OpenGL.
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bool runCompileThread_ = true;
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// Thread is managed elsewhere, and should call ThreadFrame.
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