System: Handle GPU device loss in BP-only mode
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@ -1256,6 +1256,8 @@ void System::HandleHostGPUDeviceLost()
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}
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s_last_gpu_reset_time = current_time;
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s_last_gpu_reset_time = current_time;
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if (g_gpu)
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{
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// Little bit janky, but because the device is lost, the VRAM readback is going to give us garbage.
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// Little bit janky, but because the device is lost, the VRAM readback is going to give us garbage.
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// So back up what we have, it's probably missing bits, but whatever...
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// So back up what we have, it's probably missing bits, but whatever...
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DynamicHeapArray<u8> vram_backup(VRAM_SIZE);
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DynamicHeapArray<u8> vram_backup(VRAM_SIZE);
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@ -1265,12 +1267,27 @@ void System::HandleHostGPUDeviceLost()
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// Let's just toss out everything, and try to hobble on.
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// Let's just toss out everything, and try to hobble on.
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if (!RecreateGPU(g_gpu->IsHardwareRenderer() ? g_settings.gpu_renderer : GPURenderer::Software, true, false))
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if (!RecreateGPU(g_gpu->IsHardwareRenderer() ? g_settings.gpu_renderer : GPURenderer::Software, true, false))
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{
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{
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Panic("Failed to recreate GS device after loss.");
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Panic("Failed to recreate GPU device after loss.");
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return;
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return;
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}
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}
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// Restore backed-up VRAM.
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// Restore backed-up VRAM.
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std::memcpy(g_vram, vram_backup.data(), VRAM_SIZE);
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std::memcpy(g_vram, vram_backup.data(), VRAM_SIZE);
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}
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else
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{
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// Only big picture mode was running.
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const bool fsui_running = FullscreenUI::IsInitialized();
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const bool fullscreen = Host::IsFullscreen();
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const RenderAPI api = g_gpu_device->GetRenderAPI();
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Host::ReleaseGPUDevice();
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Host::ReleaseRenderWindow();
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if (!Host::CreateGPUDevice(api, fullscreen, nullptr) || (fsui_running && !FullscreenUI::Initialize()))
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{
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Panic("Failed to recreate GPU device after loss.");
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return;
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}
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}
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// First frame after reopening is definitely going to be trash, so skip it.
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// First frame after reopening is definitely going to be trash, so skip it.
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Host::AddIconOSDWarning(
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Host::AddIconOSDWarning(
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