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VideoBackendBase: Do save state logic on the GPU thread
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7 changed files with 40 additions and 30 deletions
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@ -63,18 +63,17 @@ public:
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// Called by the UI thread when the graphics config is opened.
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static void PopulateBackendInfo();
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// the implementation needs not do synchronization logic, because calls to it are surrounded by
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// PauseAndLock now
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// Wrapper function which pushes the event to the GPU thread.
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void DoState(PointerWrap& p);
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void CheckInvalidState();
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// Function which handles the real state load/save logic.
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void DoStateGPUThread(PointerWrap& p);
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protected:
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void InitializeShared();
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void ShutdownShared();
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bool m_initialized = false;
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bool m_invalid = false;
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};
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extern std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
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