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Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372
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@@ -110,6 +110,7 @@ PrioritizedWorkQueueItem *PrioritizedWorkQueue::Pop() {
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static std::thread *workThread;
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static void threadfunc(PrioritizedWorkQueue *wq) {
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setCurrentThreadName("PrioritizedWorkQueue");
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while (true) {
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PrioritizedWorkQueueItem *item = wq->Pop();
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if (!item) {
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