Fixing some shutdown code.
This commit is contained in:
parent
125e7278c6
commit
7969349126
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@ -28,11 +28,6 @@ AudioSystem::AudioSystem(Emulator* emulator) :
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}
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AudioSystem::~AudioSystem() {
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// TODO(benvanik): thread join.
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running_ = false;
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xe_thread_release(thread_);
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xe_run_loop_release(run_loop_);
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}
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X_STATUS AudioSystem::Setup() {
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@ -80,13 +75,15 @@ void AudioSystem::ThreadStart() {
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//worker_->Pump();
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Sleep(1000);
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if (!running_) {
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break;
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}
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// Pump audio system.
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Pump();
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}
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running_ = false;
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Shutdown();
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xe_run_loop_release(run_loop);
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// TODO(benvanik): call module API to kill?
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@ -96,6 +93,11 @@ void AudioSystem::Initialize() {
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}
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void AudioSystem::Shutdown() {
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running_ = false;
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xe_thread_join(thread_);
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xe_thread_release(thread_);
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xe_run_loop_release(run_loop_);
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}
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bool AudioSystem::HandlesRegister(uint64_t addr) {
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@ -33,6 +33,7 @@ public:
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cpu::Processor* processor() const { return processor_; }
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virtual X_STATUS Setup();
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virtual void Shutdown();
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bool HandlesRegister(uint64_t addr);
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virtual uint64_t ReadRegister(uint64_t addr);
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@ -41,7 +42,6 @@ public:
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protected:
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virtual void Initialize();
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virtual void Pump() = 0;
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virtual void Shutdown();
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private:
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static void ThreadStartThunk(AudioSystem* this_ptr) {
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@ -26,10 +26,11 @@ public:
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NopAudioSystem(Emulator* emulator);
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virtual ~NopAudioSystem();
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virtual void Shutdown();
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protected:
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virtual void Initialize();
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virtual void Pump();
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virtual void Shutdown();
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private:
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};
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@ -104,6 +104,11 @@ int xe_thread_start(xe_thread_ref thread) {
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return 0;
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}
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void xe_thread_join(xe_thread_ref thread) {
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HANDLE thread_handle = (HANDLE)thread->handle;
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WaitForSingleObject(thread_handle, INFINITE);
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}
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#else
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static void* xe_thread_callback_pthreads(void* param) {
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@ -137,4 +142,8 @@ int xe_thread_start(xe_thread_ref thread) {
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return 0;
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}
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void xe_thread_join(xe_thread_ref thread) {
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pthread_join((pthread_t)thread->handle, NULL);
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}
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#endif // WIN32
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@ -28,6 +28,7 @@ xe_thread_ref xe_thread_retain(xe_thread_ref thread);
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void xe_thread_release(xe_thread_ref thread);
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int xe_thread_start(xe_thread_ref thread);
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void xe_thread_join(xe_thread_ref thread);
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#endif // XENIA_CORE_THREAD_H_
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@ -56,8 +56,13 @@ Emulator::~Emulator() {
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delete file_system_;
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delete input_system_;
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// Give the systems time to shutdown before we delete them.
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graphics_system_->Shutdown();
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audio_system_->Shutdown();
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delete graphics_system_;
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delete audio_system_;
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delete processor_;
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delete debug_server_;
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@ -37,9 +37,6 @@ D3D11GraphicsSystem::D3D11GraphicsSystem(Emulator* emulator) :
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}
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D3D11GraphicsSystem::~D3D11GraphicsSystem() {
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XESAFERELEASE(device_);
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XESAFERELEASE(dxgi_factory_);
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delete window_;
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}
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void D3D11GraphicsSystem::Initialize() {
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@ -50,13 +47,13 @@ void D3D11GraphicsSystem::Initialize() {
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timer_queue_ = CreateTimerQueue();
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CreateTimerQueueTimer(
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&vsync_timer_,
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timer_queue_,
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(WAITORTIMERCALLBACK)D3D11GraphicsSystemVsyncCallback,
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this,
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16,
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100,
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WT_EXECUTEINTIMERTHREAD);
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&vsync_timer_,
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timer_queue_,
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(WAITORTIMERCALLBACK)D3D11GraphicsSystemVsyncCallback,
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this,
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16,
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100,
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WT_EXECUTEINTIMERTHREAD);
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// Create DXGI factory so we can get a swap chain/etc.
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HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1),
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@ -158,6 +155,8 @@ void D3D11GraphicsSystem::Pump() {
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}
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void D3D11GraphicsSystem::Shutdown() {
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GraphicsSystem::Shutdown();
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if (vsync_timer_) {
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DeleteTimerQueueTimer(timer_queue_, vsync_timer_, NULL);
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}
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@ -165,7 +164,10 @@ void D3D11GraphicsSystem::Shutdown() {
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DeleteTimerQueueEx(timer_queue_, NULL);
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}
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// TODO(benvanik): release D3D stuff here?
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GraphicsSystem::Shutdown();
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XESAFERELEASE(device_);
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device_ = 0;
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XESAFERELEASE(dxgi_factory_);
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dxgi_factory_ = 0;
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delete window_;
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window_ = 0;
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}
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@ -33,10 +33,11 @@ public:
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D3D11GraphicsSystem(Emulator* emulator);
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virtual ~D3D11GraphicsSystem();
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virtual void Shutdown();
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protected:
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virtual void Initialize();
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virtual void Pump();
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virtual void Shutdown();
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private:
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IDXGIFactory1* dxgi_factory_;
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@ -33,14 +33,6 @@ GraphicsSystem::GraphicsSystem(Emulator* emulator) :
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}
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GraphicsSystem::~GraphicsSystem() {
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// TODO(benvanik): thread join.
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running_ = false;
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xe_thread_release(thread_);
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// TODO(benvanik): worker join/etc.
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delete worker_;
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xe_run_loop_release(run_loop_);
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}
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X_STATUS GraphicsSystem::Setup() {
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@ -90,13 +82,15 @@ void GraphicsSystem::ThreadStart() {
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// Pump worker.
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worker_->Pump();
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if (!running_) {
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break;
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}
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// Pump graphics system.
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Pump();
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}
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running_ = false;
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Shutdown();
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xe_run_loop_release(run_loop);
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// TODO(benvanik): call module API to kill?
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@ -106,6 +100,13 @@ void GraphicsSystem::Initialize() {
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}
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void GraphicsSystem::Shutdown() {
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running_ = false;
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xe_thread_join(thread_);
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xe_thread_release(thread_);
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delete worker_;
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xe_run_loop_release(run_loop_);
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}
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void GraphicsSystem::SetInterruptCallback(uint32_t callback,
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@ -34,6 +34,7 @@ public:
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cpu::Processor* processor() const { return processor_; }
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virtual X_STATUS Setup();
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virtual void Shutdown();
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void SetInterruptCallback(uint32_t callback, uint32_t user_data);
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void InitializeRingBuffer(uint32_t ptr, uint32_t page_count);
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@ -51,7 +52,6 @@ public:
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protected:
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virtual void Initialize();
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virtual void Pump() = 0;
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virtual void Shutdown();
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private:
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static void ThreadStartThunk(GraphicsSystem* this_ptr) {
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@ -26,10 +26,11 @@ public:
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NopGraphicsSystem(Emulator* emulator);
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virtual ~NopGraphicsSystem();
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virtual void Shutdown();
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protected:
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virtual void Initialize();
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virtual void Pump();
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virtual void Shutdown();
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private:
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HANDLE timer_queue_;
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