bootmanager: Ensure that we have a context for shader loading.
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@ -20,10 +20,7 @@
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EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {}
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EmuThread::EmuThread(GRenderWindow* render_window) : render_window(render_window) {}
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void EmuThread::run() {
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void EmuThread::run() {
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if (!Settings::values.use_multi_core) {
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render_window->MakeCurrent();
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// Single core mode must acquire OpenGL context for entire emulation session
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render_window->MakeCurrent();
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}
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MicroProfileOnThreadCreate("EmuThread");
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MicroProfileOnThreadCreate("EmuThread");
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@ -38,6 +35,11 @@ void EmuThread::run() {
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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if (Settings::values.use_asynchronous_gpu_emulation) {
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// Release OpenGL context for the GPU thread
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render_window->DoneCurrent();
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}
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// holds whether the cpu was running during the last iteration,
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// holds whether the cpu was running during the last iteration,
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// so that the DebugModeLeft signal can be emitted before the
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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// next execution step
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