System: Required changes for Android
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@ -433,6 +433,7 @@ bool GPUThread::SleepGPUThread(bool allow_sleep)
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void GPUThread::Internal::GPUThreadEntryPoint()
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void GPUThread::Internal::GPUThreadEntryPoint()
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{
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{
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s_state.gpu_thread = Threading::ThreadHandle::GetForCallingThread();
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s_state.gpu_thread = Threading::ThreadHandle::GetForCallingThread();
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std::atomic_thread_fence(std::memory_order_release);
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// Take a local copy of the FIFO, that way it's not ping-ponging between the threads.
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// Take a local copy of the FIFO, that way it's not ping-ponging between the threads.
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u8* const command_fifo_data = s_state.command_fifo_data.get();
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u8* const command_fifo_data = s_state.command_fifo_data.get();
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@ -521,6 +522,8 @@ void GPUThread::Internal::GPUThreadEntryPoint()
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s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
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s_state.command_fifo_read_ptr.store(read_ptr, std::memory_order_release);
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}
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}
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s_state.gpu_thread = {};
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}
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}
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void GPUThread::Internal::DoRunIdle()
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void GPUThread::Internal::DoRunIdle()
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@ -514,13 +514,14 @@ bool System::CPUThreadInitialize(Error* error, u32 async_worker_thread_count)
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}
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}
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#endif
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#endif
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s_state.cpu_thread_handle = Threading::ThreadHandle::GetForCallingThread();
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s_state.async_task_queue.SetWorkerCount(async_worker_thread_count);
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// This will call back to Host::LoadSettings() -> ReloadSources().
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// This will call back to Host::LoadSettings() -> ReloadSources().
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LoadSettings(false);
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LoadSettings(false);
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LogStartupInformation();
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LogStartupInformation();
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s_state.async_task_queue.SetWorkerCount(async_worker_thread_count);
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GPUThread::Internal::ProcessStartup();
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GPUThread::Internal::ProcessStartup();
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if (g_settings.achievements_enabled)
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if (g_settings.achievements_enabled)
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@ -545,6 +546,7 @@ void System::CPUThreadShutdown()
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InputManager::CloseSources();
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InputManager::CloseSources();
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s_state.async_task_queue.SetWorkerCount(0);
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s_state.async_task_queue.SetWorkerCount(0);
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s_state.cpu_thread_handle = {};
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#ifdef _WIN32
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#ifdef _WIN32
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CoUninitialize();
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CoUninitialize();
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@ -556,6 +558,11 @@ const Threading::ThreadHandle& System::GetCPUThreadHandle()
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return s_state.cpu_thread_handle;
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return s_state.cpu_thread_handle;
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}
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}
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void System::SetCPUThreadHandle(Threading::ThreadHandle handle)
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{
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s_state.cpu_thread_handle = std::move(handle);
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}
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void System::IdlePollUpdate()
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void System::IdlePollUpdate()
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{
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{
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InputManager::PollSources();
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InputManager::PollSources();
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@ -1930,8 +1937,6 @@ bool System::Initialize(std::unique_ptr<CDImage> disc, DiscRegion disc_region, b
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SIO::Initialize();
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SIO::Initialize();
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PCDrv::Initialize();
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PCDrv::Initialize();
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s_state.cpu_thread_handle = Threading::ThreadHandle::GetForCallingThread();
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UpdateGTEAspectRatio();
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UpdateGTEAspectRatio();
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UpdateThrottlePeriod();
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UpdateThrottlePeriod();
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UpdateMemorySaveStateSettings();
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UpdateMemorySaveStateSettings();
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@ -4230,17 +4235,13 @@ bool System::CheckForRequiredSubQ(Error* error)
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return true;
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return true;
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}
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}
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}
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}
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#ifndef __ANDROID__
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Error::SetStringFmt(
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Error::SetStringFmt(
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error,
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error,
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TRANSLATE_FS("System", "You are attempting to run a libcrypt protected game without an SBI file:\n\n{0}: "
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TRANSLATE_FS("System", "You are attempting to run a libcrypt protected game without an SBI file:\n\n{0}: "
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"{1}\n\nYour dump is incomplete, you must add the SBI file to run this game. \n\nThe "
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"{1}\n\nYour dump is incomplete, you must add the SBI file to run this game. \n\nThe "
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"name of the SBI file must match the name of the disc image."),
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"name of the SBI file must match the name of the disc image."),
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s_state.running_game_serial, s_state.running_game_title);
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s_state.running_game_serial, s_state.running_game_title);
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#else
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// Shorter because no confirm messages.
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Error::SetStringView(error, "The selected game requires a SBI file to run properly.");
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#endif
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return false;
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return false;
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}
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}
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@ -71,6 +71,9 @@ void CPUThreadShutdown();
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/// Returns a handle to the CPU thread.
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/// Returns a handle to the CPU thread.
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const Threading::ThreadHandle& GetCPUThreadHandle();
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const Threading::ThreadHandle& GetCPUThreadHandle();
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/// Changes the CPU thread handle, use with care.
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void SetCPUThreadHandle(Threading::ThreadHandle handle);
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/// Polls input, updates subsystems which are present while paused/inactive.
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/// Polls input, updates subsystems which are present while paused/inactive.
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void IdlePollUpdate();
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void IdlePollUpdate();
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