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Common: Avoid std::function overhead in ScopeGuard
So far in all our uses of ScopeGuard, the type of the callable is usually just a lambda or a function pointer, so there is no need to rely on std::function's type erasure. While the cost of using std::function is probably negligible, it still causes some unnecessary overhead that can be avoided by making ScopeGuard a templated class. Thanks to class template argument deduction in C++17 most existing usages do not even need to be changed. See https://godbolt.org/z/KcoPni for a comparison between a ScopeGuard that uses std::function and one that doesn't
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@ -434,7 +434,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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s_frame_step = false;
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Movie::Init(*boot);
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Common::ScopeGuard movie_guard{Movie::Shutdown};
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Common::ScopeGuard movie_guard{&Movie::Shutdown};
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HW::Init();
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@ -539,7 +539,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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}};
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AudioCommon::InitSoundStream();
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Common::ScopeGuard audio_guard{AudioCommon::ShutdownSoundStream};
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Common::ScopeGuard audio_guard{&AudioCommon::ShutdownSoundStream};
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// The hardware is initialized.
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s_hardware_initialized = true;
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@ -565,7 +565,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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// Initialise Wii filesystem contents.
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// This is done here after Boot and not in HW to ensure that we operate
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// with the correct title context since save copying requires title directories to exist.
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Common::ScopeGuard wiifs_guard{Core::CleanUpWiiFileSystemContents};
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Common::ScopeGuard wiifs_guard{&Core::CleanUpWiiFileSystemContents};
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if (SConfig::GetInstance().bWii)
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Core::InitializeWiiFileSystemContents();
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else
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