Be more consistent about thread naming

This commit is contained in:
Henrik Rydgård committed 2024-11-05 12:53:21 +01:00
1 parent e19ad1f359
commit 758faac445
4 files changed
+6 -6

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+3 -3
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@@ -76,7 +76,7 @@ bool MainThread_Ready() {
}
static void EmuThreadFunc(GraphicsContext *graphicsContext) {
SetCurrentThreadName("Emu");
SetCurrentThreadName("EmuThread");
// There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here.
@@ -152,7 +152,7 @@ bool CreateGraphicsBackend(std::string *error_message, GraphicsContext **ctx) {
void MainThreadFunc() {
// We'll start up a separate thread we'll call Emu
SetCurrentThreadName(useEmuThread ? "Render" : "Emu");
SetCurrentThreadName(useEmuThread ? "RenderThread" : "EmuThread");
SetConsolePosition();
@@ -180,7 +180,7 @@ void MainThreadFunc() {
} else if (useEmuThread) {
// We must've failed over from OpenGL, flip the emu thread off.
useEmuThread = false;
SetCurrentThreadName("Emu");
SetCurrentThreadName("EmuThread");
}
if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {