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Remove base/logging.h in a whole lot more places.
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@@ -114,7 +114,7 @@ void GLRenderManager::ThreadStart(Draw::DrawContext *draw) {
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renderThreadId = std::this_thread::get_id();
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if (newInflightFrames_ != -1) {
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ILOG("Updating inflight frames to %d", newInflightFrames_);
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INFO_LOG(G3D, "Updating inflight frames to %d", newInflightFrames_);
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inflightFrames_ = newInflightFrames_;
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newInflightFrames_ = -1;
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}
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@@ -154,7 +154,7 @@ void GLRenderManager::ThreadStart(Draw::DrawContext *draw) {
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}
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void GLRenderManager::ThreadEnd() {
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ILOG("ThreadEnd");
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INFO_LOG(G3D, "ThreadEnd");
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// Wait for any shutdown to complete in StopThread().
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std::unique_lock<std::mutex> lock(mutex_);
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@@ -217,7 +217,7 @@ bool GLRenderManager::ThreadFrame() {
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}
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VLOG("PULL: Running frame %d", threadFrame_);
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if (firstFrame) {
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ILOG("Running first frame (%d)", threadFrame_);
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INFO_LOG(G3D, "Running first frame (%d)", threadFrame_);
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firstFrame = false;
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}
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Run(threadFrame_);
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@@ -246,7 +246,7 @@ void GLRenderManager::StopThread() {
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// Wait until we've definitely stopped the threadframe.
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std::unique_lock<std::mutex> lock(mutex_);
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ILOG("GL submission thread paused. Frame=%d", curFrame_);
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INFO_LOG(G3D, "GL submission thread paused. Frame=%d", curFrame_);
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// Eat whatever has been queued up for this frame if anything.
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Wipe();
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@@ -274,7 +274,7 @@ void GLRenderManager::StopThread() {
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}
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}
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} else {
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ILOG("GL submission thread was already paused.");
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INFO_LOG(G3D, "GL submission thread was already paused.");
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}
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}
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@@ -454,7 +454,7 @@ void GLRenderManager::BeginFrame() {
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// Must be after the fence - this performs deletes.
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VLOG("PUSH: BeginFrame %d", curFrame);
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if (!run_) {
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WLOG("BeginFrame while !run_!");
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WARN_LOG(G3D, "BeginFrame while !run_!");
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}
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// vulkan_->BeginFrame();
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