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Make EmuThreadFunc match Android's EmuThreadFunc
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@@ -41,14 +41,22 @@ bool MainThread_Ready() {
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}
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static void EmuThreadFunc(GraphicsContext *graphicsContext, std::function<void()> postFrame) {
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INFO_LOG(Log::G3D, "Entering emu thread");
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SetCurrentThreadName("EmuThread");
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AndroidJNIThreadContext context;
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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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g_emuThreadState = EmuThreadState::RUNNING;
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NativeInitGraphics(graphicsContext);
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if (!NativeInitGraphics(graphicsContext)) {
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_assert_msg_(false, "NativeInitGraphics failed, might as well bail");
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// If this fails, which it normally shouldn't, let's bail.
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g_emuThreadState = EmuThreadState::QUIT_REQUESTED;
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} else {
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INFO_LOG(Log::G3D, "EmuThread: Entering loop");
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}
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while (g_emuThreadState != EmuThreadState::QUIT_REQUESTED) {
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// We're here again, so the game quit. Restart Run() which controls the UI.
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@@ -63,9 +71,12 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext, std::function<void()
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}
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}
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INFO_LOG(Log::System, "emuThreadState was set to QUIT_REQUESTED, left EmuThreadFunc loop. Setting state to STOPPED.");
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g_emuThreadState = EmuThreadState::STOPPED;
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NativeShutdownGraphics();
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INFO_LOG(Log::System, "Leaving emu thread");
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}
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std::thread EmuThread_Start(GraphicsContext *graphicsContext, std::function<void()> postFrame) {
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