mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-13 15:59:23 +01:00
Fixed a small threading issue introduced by r6933 causing savestates to always freeze, thanks to artart78 for pinpointing the issue.
Properly pause the core when saving/loading savestates, previously we used PowerPC::Pause() and Start() which only update the state but doesn't properly set m_StepEvent and caused random hangs. Fixed hang when creating a savestate while the game was paused or in Frame Advance mode, now the thing works (just remember to press play duh). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6992 8ced0084-cf51-0410-be5f-012b33b47a6e
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4e74a58c2a
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7a4c203f69
@ -163,7 +163,7 @@ bool isRunning()
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bool IsRunningInCurrentThread()
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{
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return isRunning() && ((cpuThread.joinable()) || cpuThread.get_id() == std::this_thread::get_id());
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return isRunning() && ((!cpuThread.joinable()) || cpuThread.get_id() == std::this_thread::get_id());
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}
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// This is called from the GUI thread. See the booting call schedule in
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@ -68,7 +68,7 @@ u64 fakeDecStartTicks;
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u64 fakeTBStartValue;
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u64 fakeTBStartTicks;
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Common::CriticalSection externalEventSection;
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static Common::CriticalSection externalEventSection;
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void (*advanceCallback)(int cyclesExecuted) = NULL;
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@ -27,7 +27,7 @@
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#include "HW/Wiimote.h"
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#include "HW/DSP.h"
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#include "HW/HW.h"
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#include "PowerPC/PowerPC.h"
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#include "HW/CPU.h"
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#include "PowerPC/JitCommon/JitBase.h"
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#include "PluginManager.h"
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@ -93,6 +93,7 @@ void DoState(PointerWrap &p)
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if (Core::g_CoreStartupParameter.bWii)
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Wiimote::DoState(p.GetPPtr(), p.GetMode());
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PowerPC::DoState(p);
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HW::DoState(p);
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CoreTiming::DoState(p);
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@ -170,6 +171,9 @@ void CompressAndDumpState(saveStruct* saveArg)
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delete saveArg;
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// For easy debugging
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Common::SetCurrentThreadName("SaveState thread");
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// Moving to last overwritten save-state
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if (File::Exists(cur_filename.c_str()))
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{
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@ -233,8 +237,8 @@ void CompressAndDumpState(saveStruct* saveArg)
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void SaveStateCallback(u64 userdata, int cyclesLate)
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{
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// Stop the clock while we save the state
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PowerPC::Pause();
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// Pause the core while we save the state
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CCPU::EnableStepping(true);
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// Wait for the other threaded sub-systems to stop too
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SLEEP(100);
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@ -264,16 +268,16 @@ void SaveStateCallback(u64 userdata, int cyclesLate)
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saveThread = std::thread(CompressAndDumpState, saveData);
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// Resume the clock
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PowerPC::Start();
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// Resume the core and disable stepping
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CCPU::EnableStepping(false);
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}
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void LoadStateCallback(u64 userdata, int cyclesLate)
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{
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bool bCompressedState;
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// Stop the clock while we load the state
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PowerPC::Pause();
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// Stop the core while we load the state
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CCPU::EnableStepping(true);
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// Wait for the other threaded sub-systems to stop too
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SLEEP(100);
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@ -295,7 +299,7 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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{
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Core::DisplayMessage("State not found", 2000);
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// Resume the clock
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PowerPC::Start();
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CCPU::EnableStepping(false);
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return;
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}
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@ -314,7 +318,7 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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fclose(f);
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// Resume the clock
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PowerPC::Start();
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CCPU::EnableStepping(false);
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return;
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}
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@ -330,7 +334,7 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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{
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PanicAlertT("Error allocating buffer");
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// Resume the clock
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PowerPC::Start();
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CCPU::EnableStepping(false);
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return;
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}
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while (true)
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@ -351,7 +355,7 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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fclose(f);
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delete[] buffer;
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// Resume the clock
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PowerPC::Start();
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CCPU::EnableStepping(false);
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return;
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}
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@ -388,7 +392,7 @@ void LoadStateCallback(u64 userdata, int cyclesLate)
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state_op_in_progress = false;
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// Resume the clock
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PowerPC::Start();
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CCPU::EnableStepping(false);
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}
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void VerifyStateCallback(u64 userdata, int cyclesLate)
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@ -34,7 +34,6 @@ namespace
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static volatile bool fifoStateRun = false;
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static volatile bool EmuRunning = false;
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static u8 *videoBuffer;
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static Common::EventEx fifo_run_event;
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// STATE_TO_SAVE
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static int size = 0;
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} // namespace
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@ -55,14 +54,12 @@ void Fifo_DoState(PointerWrap &p)
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void Fifo_Init()
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{
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videoBuffer = (u8*)AllocateMemoryPages(FIFO_SIZE);
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fifo_run_event.Init();
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fifoStateRun = false;
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}
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void Fifo_Shutdown()
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{
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if (fifoStateRun) PanicAlert("Fifo shutting down while active");
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fifo_run_event.Shutdown();
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FreeMemoryPages(videoBuffer, FIFO_SIZE);
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}
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@ -89,6 +86,7 @@ void Fifo_SetRendering(bool enabled)
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void Fifo_ExitLoop()
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{
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Fifo_ExitLoopNonBlocking();
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EmuRunning = true;
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}
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// May be executed from any thread, even the graphics thread.
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@ -100,14 +98,12 @@ void Fifo_ExitLoopNonBlocking()
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CommandProcessor::SetFifoIdleFromVideoPlugin();
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// Terminate GPU thread loop
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fifoStateRun = false;
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fifo_run_event.Set();
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EmuRunning = true;
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}
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void Fifo_RunLoop(bool run)
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{
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EmuRunning = run;
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if (run)
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fifo_run_event.Set();
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}
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// Description: Fifo_EnterLoop() sends data through this function.
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@ -164,8 +160,8 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
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if (!fifoStateRun) break;
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CommandProcessor::FifoCriticalEnter();
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// Create pointer to video data and send it to the VideoPlugin
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u32 readPtr = _fifo.CPReadPointer;
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u8 *uData = video_initialize.pGetMemoryPointer(readPtr);
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@ -191,22 +187,28 @@ void Fifo_EnterLoop(const SVideoInitialize &video_initialize)
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CommandProcessor::SetStatus();
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CommandProcessor::FifoCriticalLeave();
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// Those two are pretty important and must be called in the FIFO Loop.
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// If we don't, s_swapRequested (OGL only) or s_efbAccessRequested won't be set to false
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// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
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// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
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// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing things down.
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VideoFifo_CheckAsyncRequest();
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VideoFifo_CheckAsyncRequest();
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}
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CommandProcessor::isFifoBusy = false;
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CommandProcessor::SetFifoIdleFromVideoPlugin();
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if (EmuRunning)
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Common::YieldCPU();
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else
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fifo_run_event.MsgWait();
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{
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// While the emu is paused, we still handle async request such as Savestates then sleep.
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while (!EmuRunning)
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{
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video_initialize.pPeekMessages();
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VideoFifo_CheckAsyncRequest();
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Common::SleepCurrentThread(10);
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}
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}
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}
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}
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@ -170,7 +170,8 @@ static volatile struct
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int mode;
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} s_doStateArgs;
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// Run from the GPU thread on X11, CPU thread on the rest
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// Depending on the threading mode (DC/SC) this can be called
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// from either the GPU thread or the CPU thread
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static void check_DoState() {
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if (Common::AtomicLoadAcquire(s_doStateRequested))
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{
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@ -194,7 +195,7 @@ static void check_DoState() {
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}
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}
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// Run from the CPU thread
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// Run from the GUI thread
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void DoState(unsigned char **ptr, int mode)
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{
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s_doStateArgs.ptr = ptr;
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@ -207,7 +208,7 @@ void DoState(unsigned char **ptr, int mode)
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Common::YieldCPU();
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}
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else
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check_DoState();
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check_DoState();
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}
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void VideoFifo_CheckAsyncRequest()
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