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https://github.com/hrydgard/ppsspp.git
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Use the new common RunMainLoop on Android
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+31
-31
@@ -70,7 +70,6 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext, Application *applica
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// This normally calls NativeShutdownGraphics()
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application->ShutdownGraphics(graphicsContext);
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delete application;
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INFO_LOG(Log::System, "Leaving separate emu thread");
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@@ -102,6 +101,36 @@ void EmuThread_Join(GraphicsContext *graphicsContext, std::thread &emuThread) {
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emuThread = std::thread();
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}
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bool RunMainLoop(GraphicsContext *graphicsContext, Application *application, std::function<bool()> runCondition, std::function<void()> postFrame) {
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// This is the main thread. the graphics contexts will spawn and handle its own threads if needed.
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// InitFromRenderThread/ShutdownFromRenderThread are not used.
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application->InitGraphics(graphicsContext);
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// NativeResized();
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DEBUG_LOG(Log::Boot, "Done.");
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g_inLoop = true;
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while (runCondition()) {
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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application->Frame(graphicsContext);
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postFrame();
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}
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Core_Stop();
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
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Core_StateProcessed();
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application->Frame(graphicsContext);
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g_inLoop = false;
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application->ShutdownGraphics(graphicsContext);
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delete application;
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return true;
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}
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// Call InitAPI and ShutdownAPI outside this!
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bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application, WindowSystem windowSystem, void *windowData1, void *windowData2, std::function<void()> postFrame) {
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// This is now the render thread, and will spawn the emu thread below.
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@@ -143,36 +172,7 @@ bool MainThreadFunc(GraphicsContext *graphicsContext, Application *application,
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} else {
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SetCurrentThreadName("MainThread");
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// This is the main thread. the graphics contexts will spawn and handle its own threads if needed.
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// InitFromRenderThread/ShutdownFromRenderThread are not used.
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std::string error_string;
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application->InitGraphics(graphicsContext);
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// NativeResized();
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DEBUG_LOG(Log::Boot, "Done.");
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g_inLoop = true;
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graphicsContext->ThreadStart();
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while (GetUIState() != UISTATE_EXIT) {
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// We're here again, so the game quit. Restart Run() which controls the UI.
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// This way they can load a new game.
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application->Frame(graphicsContext);
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postFrame();
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}
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Core_Stop();
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// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
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Core_StateProcessed();
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application->Frame(graphicsContext);
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g_inLoop = false;
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application->ShutdownGraphics(graphicsContext);
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graphicsContext->ThreadEnd();
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RunMainLoop(graphicsContext, application, []() { return GetUIState() != UISTATE_EXIT; }, postFrame);
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}
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graphicsContext->ShutdownSurface();
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