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Remove MainThread_Start/Stop to increase visibility
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@@ -43,7 +43,6 @@ enum class EmuThreadState {
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static std::thread emuThread;
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static std::atomic<EmuThreadState> g_emuThreadState(EmuThreadState::DISABLED);
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static std::thread mainThread;
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static std::string g_error_message;
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static bool g_inLoop;
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@@ -52,23 +51,7 @@ static GraphicsContext *g_graphicsContext;
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void MainThreadFunc();
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void MainThread_Start() {
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mainThread = std::thread([]() {
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MainThreadFunc();
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});
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}
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void MainThread_Stop() {
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// Already stopped?
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UpdateUIState(UISTATE_EXIT);
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_dbg_assert_(mainThread.joinable());
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mainThread.join();
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}
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bool MainThread_Ready() {
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if (g_inLoop) {
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_dbg_assert_(mainThread.joinable());
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}
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return g_inLoop;
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}
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@@ -152,8 +135,6 @@ void MainThreadFunc() {
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SetCurrentThreadName(useEmuThread ? "RenderThread" : "EmuThread");
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System_SetWindowTitle("");
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const bool performingRestart = NativeIsRestarting();
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if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {
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