VideoConfig: Remove ConfigChangedCallback on shutdown

This commit is contained in:
Dentomologist 2025-04-25 15:21:54 -07:00
parent d0dc8ae5e1
commit 45b9def42c
3 changed files with 23 additions and 7 deletions

View file

@ -4,6 +4,7 @@
#include "VideoCommon/VideoConfig.h"
#include <algorithm>
#include <optional>
#include "Common/CPUDetect.h"
#include "Common/CommonTypes.h"
@ -33,7 +34,8 @@
VideoConfig g_Config;
VideoConfig g_ActiveConfig;
BackendInfo g_backend_info;
static bool s_has_registered_callback = false;
static std::optional<CPUThreadConfigCallback::ConfigChangedCallbackID>
s_config_changed_callback_id = std::nullopt;
static bool IsVSyncActive(bool enabled)
{
@ -50,14 +52,14 @@ void UpdateActiveConfig()
void VideoConfig::Refresh()
{
if (!s_has_registered_callback)
if (!s_config_changed_callback_id.has_value())
{
// There was a race condition between the video thread and the host thread here, if
// corrections need to be made by VerifyValidity(). Briefly, the config will contain
// invalid values. Instead, pause the video thread first, update the config and correct
// it, then resume emulation, after which the video thread will detect the config has
// changed and act accordingly.
CPUThreadConfigCallback::AddConfigChangedCallback([]() {
const auto config_changed_callback = []() {
auto& system = Core::System::GetInstance();
const bool lock_gpu_thread = Core::IsRunning(system);
@ -69,8 +71,10 @@ void VideoConfig::Refresh()
if (lock_gpu_thread)
system.GetFifo().PauseAndLock(false, true);
});
s_has_registered_callback = true;
};
s_config_changed_callback_id =
CPUThreadConfigCallback::AddConfigChangedCallback(config_changed_callback);
}
bVSync = Config::Get(Config::GFX_VSYNC);
@ -212,6 +216,15 @@ void VideoConfig::VerifyValidity()
}
}
void VideoConfig::Shutdown()
{
if (!s_config_changed_callback_id.has_value())
return;
CPUThreadConfigCallback::RemoveConfigChangedCallback(*s_config_changed_callback_id);
s_config_changed_callback_id.reset();
}
bool VideoConfig::UsingUberShaders() const
{
return iShaderCompilationMode == ShaderCompilationMode::SynchronousUberShaders ||