mirror of https://github.com/PCSX2/pcsx2.git
mtgs: fix threading woes
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c73769607e
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db80ff5477
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@ -595,14 +595,13 @@ void SysMtgsThread::CloseGS()
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if (!m_Opened || GSDump::isRunning)
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return;
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m_Opened = false;
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Suspend();
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GSclose();
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sApp.CloseGsPanel();
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}
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void SysMtgsThread::OnSuspendInThread()
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{
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GSclose();
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GetSysExecutorThread().PostEvent(new SysExecEvent_InvokeMtgsThreadMethod(&SysMtgsThread::CloseGS));
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CloseGS();
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_parent::OnSuspendInThread();
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}
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@ -616,7 +615,7 @@ void SysMtgsThread::OnResumeInThread(bool isSuspended)
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void SysMtgsThread::OnCleanupInThread()
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{
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GetSysExecutorThread().PostEvent(new SysExecEvent_InvokeMtgsThreadMethod(&SysMtgsThread::CloseGS));
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CloseGS();
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_parent::OnCleanupInThread();
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}
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@ -925,8 +924,9 @@ void SysMtgsThread::WaitForOpen()
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void SysMtgsThread::Freeze(int mode, MTGS_FreezeData& data)
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{
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Resume();
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pxAssertDev(!IsSelf(), "This method is only allowed from threads *not* named MTGS.");
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SendPointerPacket(GS_RINGTYPE_FREEZE, mode, &data);
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// make sure MTGS is processing the packet we send it
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Resume();
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// we are forced to wait for the semaphore to be released, otherwise
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// we'll end up in a state where the main thread is stuck on WaitGS
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@ -400,6 +400,7 @@ namespace Implementations
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return;
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if (renderswitch_delay == 0)
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{
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ScopedCoreThreadPause paused_core;
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freezeData fP = {0, nullptr};
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MTGS_FreezeData sstate = {&fP, 0};
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GetMTGS().Freeze(FREEZE_SIZE, sstate);
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@ -410,6 +411,7 @@ namespace Implementations
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GetMTGS().Freeze(FREEZE_LOAD, sstate);
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delete[] fP.data;
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renderswitch_delay = -1;
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paused_core.AllowResume();
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}
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}
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@ -53,8 +53,10 @@ struct SysState_Component
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int SysState_MTGSFreeze(int mode, freezeData* fP)
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{
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ScopedCoreThreadPause paused_core;
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MTGS_FreezeData sstate = {fP, 0};
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GetMTGS().Freeze(mode, sstate);
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paused_core.AllowResume();
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return sstate.retval;
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}
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