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https://github.com/dolphin-emu/dolphin.git
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Also don't shut down the video plugin until after HW::Shutdown.
Not sure if this is necessary, but it matches the previous behavior. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7190 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -268,14 +268,16 @@ void Stop() // - Hammertime!
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// Stop the CPU
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// Stop the CPU
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stop CPU").c_str());
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PowerPC::Stop();
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PowerPC::Stop();
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CCPU::StepOpcode(); // Kick it if it's waiting (code stepping wait loop)
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// Kick it if it's waiting (code stepping wait loop)
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CCPU::StepOpcode();
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if (_CoreParameter.bCPUThread)
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if (_CoreParameter.bCPUThread)
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{
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{
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// Video_EnterLoop() should now exit so that EmuThread() will continue
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// Video_EnterLoop() should now exit so that EmuThread()
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// concurrently with the rest of the commands in this function. We no
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// will continue concurrently with the rest of the commands
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// longer rely on Postmessage.
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// in this function. We no longer rely on Postmessage.
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Wait for Video Loop to exit ...").c_str());
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INFO_LOG(CONSOLE, "%s", StopMessage(true,
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"Wait for Video Loop to exit ...").c_str());
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g_video_backend->Video_ExitLoop();
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g_video_backend->Video_ExitLoop();
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// Wait until the CPU finishes exiting the main run loop
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// Wait until the CPU finishes exiting the main run loop
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@ -291,13 +293,15 @@ void Stop() // - Hammertime!
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// Update mouse pointer
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// Update mouse pointer
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Host_SetWaitCursor(false);
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Host_SetWaitCursor(false);
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Stopping Emu thread ...").c_str());
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INFO_LOG(CONSOLE, "%s",
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StopMessage(true, "Stopping Emu thread ...").c_str());
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g_EmuThread.join(); // Wait for emuthread to close.
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g_EmuThread.join(); // Wait for emuthread to close.
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INFO_LOG(CONSOLE, "%s", StopMessage(true, "Main thread stopped").c_str());
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INFO_LOG(CONSOLE, "%s",
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StopMessage(true, "Main thread stopped").c_str());
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// Stop audio thread - Actually this does nothing when using HLE emulation.
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// Stop audio thread - Actually this does nothing when using HLE
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// But stops the DSP Interpreter when using LLE emulation.
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// emulation, but stops the DSP Interpreter when using LLE emulation.
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DSP::GetDSPEmulator()->DSP_StopSoundStream();
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DSP::GetDSPEmulator()->DSP_StopSoundStream();
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// We must set up this flag before executing HW::Shutdown()
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// We must set up this flag before executing HW::Shutdown()
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@ -308,6 +312,10 @@ void Stop() // - Hammertime!
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Pad::Shutdown();
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Pad::Shutdown();
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Wiimote::Shutdown();
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Wiimote::Shutdown();
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// In single core mode, this has already been called.
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if (_CoreParameter.bCPUThread)
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g_video_backend->Shutdown();
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INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutdown complete ----");
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INFO_LOG(CONSOLE, "Stop [Main Thread]\t\t---- Shutdown complete ----");
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}
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}
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@ -451,10 +459,6 @@ void EmuThread()
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VolumeHandler::EjectVolume();
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VolumeHandler::EjectVolume();
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FileMon::Close();
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FileMon::Close();
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// In single core mode, this has already been called.
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if (_CoreParameter.bCPUThread)
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g_video_backend->Shutdown();
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cpuRunloopQuit.Shutdown();
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cpuRunloopQuit.Shutdown();
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g_bStopping = false;
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g_bStopping = false;
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}
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}
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