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