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Core: Use MoveOnlyFunction for RunOnCPUThread.
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@ -809,7 +809,8 @@ static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unl
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return was_unpaused;
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return was_unpaused;
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}
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}
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void RunOnCPUThread(Core::System& system, std::function<void()> function, bool wait_for_completion)
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void RunOnCPUThread(Core::System& system, Common::MoveOnlyFunction<void()> function,
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bool wait_for_completion)
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{
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{
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// If the CPU thread is not running, assume there is no active CPU thread we can race against.
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// If the CPU thread is not running, assume there is no active CPU thread we can race against.
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if (!IsRunning(system) || IsCPUThread())
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if (!IsRunning(system) || IsCPUThread())
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@ -15,6 +15,7 @@
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#include <string_view>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "Common/CommonTypes.h"
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#include "Common/Functional.h"
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struct BootParameters;
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struct BootParameters;
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struct WindowSystemInfo;
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struct WindowSystemInfo;
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@ -159,7 +160,8 @@ void OnFrameEnd(Core::System& system);
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// Run a function on the CPU thread, asynchronously.
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// Run a function on the CPU thread, asynchronously.
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// This is only valid to call from the host thread, since it uses PauseAndLock() internally.
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// This is only valid to call from the host thread, since it uses PauseAndLock() internally.
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void RunOnCPUThread(Core::System& system, std::function<void()> function, bool wait_for_completion);
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void RunOnCPUThread(Core::System& system, Common::MoveOnlyFunction<void()> function,
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bool wait_for_completion);
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// for calling back into UI code without introducing a dependency on it in core
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// for calling back into UI code without introducing a dependency on it in core
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using StateChangedCallbackFunc = std::function<void(Core::State)>;
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using StateChangedCallbackFunc = std::function<void(Core::State)>;
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@ -60,7 +60,7 @@ void CPUManager::ExecutePendingJobs(std::unique_lock<std::mutex>& state_lock)
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{
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{
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while (!m_pending_jobs.empty())
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while (!m_pending_jobs.empty())
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{
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{
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auto callback = m_pending_jobs.front();
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auto callback = std::move(m_pending_jobs.front());
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m_pending_jobs.pop();
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m_pending_jobs.pop();
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state_lock.unlock();
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state_lock.unlock();
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callback();
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callback();
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@ -414,7 +414,7 @@ bool CPUManager::PauseAndLock(bool do_lock, bool unpause_on_unlock, bool control
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return was_unpaused;
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return was_unpaused;
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}
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}
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void CPUManager::AddCPUThreadJob(std::function<void()> function)
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void CPUManager::AddCPUThreadJob(Common::MoveOnlyFunction<void()> function)
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{
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{
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std::unique_lock state_lock(m_state_change_lock);
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std::unique_lock state_lock(m_state_change_lock);
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m_pending_jobs.push(std::move(function));
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m_pending_jobs.push(std::move(function));
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@ -4,11 +4,11 @@
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#pragma once
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#pragma once
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#include <condition_variable>
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#include <condition_variable>
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#include <functional>
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#include <mutex>
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#include <mutex>
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#include <queue>
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#include <queue>
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#include "Common/Event.h"
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#include "Common/Event.h"
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#include "Common/Functional.h"
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namespace Common
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namespace Common
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{
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{
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@ -99,7 +99,7 @@ public:
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// Adds a job to be executed during on the CPU thread. This should be combined with
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// Adds a job to be executed during on the CPU thread. This should be combined with
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// PauseAndLock(), as while the CPU is in the run loop, it won't execute the function.
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// PauseAndLock(), as while the CPU is in the run loop, it won't execute the function.
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void AddCPUThreadJob(std::function<void()> function);
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void AddCPUThreadJob(Common::MoveOnlyFunction<void()> function);
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private:
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private:
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void FlushStepSyncEventLocked();
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void FlushStepSyncEventLocked();
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@ -135,7 +135,7 @@ private:
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bool m_state_system_request_stepping = false;
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bool m_state_system_request_stepping = false;
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bool m_state_cpu_step_instruction = false;
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bool m_state_cpu_step_instruction = false;
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Common::Event* m_state_cpu_step_instruction_sync = nullptr;
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Common::Event* m_state_cpu_step_instruction_sync = nullptr;
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std::queue<std::function<void()>> m_pending_jobs;
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std::queue<Common::MoveOnlyFunction<void()>> m_pending_jobs;
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Common::Event m_time_played_finish_sync;
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Common::Event m_time_played_finish_sync;
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Core::System& m_system;
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Core::System& m_system;
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