GPUThread: Fix order of updating state
Fixes unoverwritten textures not dumping on system shutdown.
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@ -805,12 +805,6 @@ bool GPUThread::CreateGPUBackendOnThread(GPURenderer renderer, bool upload_vram,
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void GPUThread::ReconfigureOnThread(GPUThreadReconfigureCommand* cmd)
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{
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// Store state.
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s_state.requested_vsync = cmd->vsync_mode;
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s_state.requested_allow_present_throttle = cmd->allow_present_throttle;
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s_state.requested_fullscreen_ui = cmd->start_fullscreen_ui.value_or(s_state.requested_fullscreen_ui);
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s_state.game_serial = std::move(cmd->game_serial);
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// Are we shutting down everything?
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if (!cmd->renderer.has_value() && !s_state.requested_fullscreen_ui)
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{
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@ -820,6 +814,11 @@ void GPUThread::ReconfigureOnThread(GPUThreadReconfigureCommand* cmd)
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return;
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}
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// Store state.
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s_state.requested_vsync = cmd->vsync_mode;
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s_state.requested_allow_present_throttle = cmd->allow_present_throttle;
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s_state.requested_fullscreen_ui = cmd->start_fullscreen_ui.value_or(s_state.requested_fullscreen_ui);
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s_state.game_serial = std::move(cmd->game_serial);
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g_gpu_settings = g_settings;
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// Readback old VRAM for hardware renderers.
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@ -4185,9 +4185,6 @@ void System::UpdateRunningGame(const std::string& path, CDImage* image, bool boo
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}
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}
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if (!booting)
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GPUThread::SetGameSerial(s_state.running_game_serial);
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if (!IsReplayingGPUDump())
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{
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if (booting)
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@ -4204,7 +4201,10 @@ void System::UpdateRunningGame(const std::string& path, CDImage* image, bool boo
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ApplySettings(true);
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if (s_state.running_game_serial != prev_serial)
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{
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GPUThread::SetGameSerial(s_state.running_game_serial);
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UpdateSessionTime(prev_serial);
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}
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UpdateRichPresence(booting);
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