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Don't fill backend info when core is running
The current approach results in the UI thread creating a graphics device whilst the core is running, leading to races on function pointers, and potentially crashing.
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a877d5f6dc
commit
93923e2b29
@ -38,9 +38,6 @@ void GraphicsWindow::Initialize()
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m_lazy_initialized = true;
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g_Config.Refresh();
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g_video_backend->InitBackendInfo();
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CreateMainLayout();
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setWindowTitle(tr("Graphics"));
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@ -109,18 +106,7 @@ void GraphicsWindow::CreateMainLayout()
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void GraphicsWindow::OnBackendChanged(const QString& backend_name)
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{
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SConfig::GetInstance().m_strVideoBackend = backend_name.toStdString();
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for (const auto& backend : g_available_video_backends)
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{
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if (backend->GetName() == backend_name.toStdString())
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{
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g_Config.Refresh();
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g_video_backend = backend.get();
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g_video_backend->InitBackendInfo();
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break;
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}
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}
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VideoBackendBase::PopulateBackendInfo();
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setWindowTitle(
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tr("%1 Graphics Configuration").arg(tr(g_video_backend->GetDisplayName().c_str())));
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@ -14,6 +14,8 @@
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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// TODO: ugly
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@ -223,6 +225,20 @@ void VideoBackendBase::ActivateBackend(const std::string& name)
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g_video_backend = iter->get();
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}
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void VideoBackendBase::PopulateBackendInfo()
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{
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// If the core is running, the backend info will have been populated already.
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// If we did it here, the UI thread can race with the with the GPU thread.
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if (Core::IsRunning())
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return;
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// We refresh the config after initializing the backend info, as system-specific settings
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// such as anti-aliasing, or the selected adapter may be invalid, and should be checked.
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ActivateBackend(SConfig::GetInstance().m_strVideoBackend);
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g_video_backend->InitBackendInfo();
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g_Config.Refresh();
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}
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// Run from the CPU thread
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void VideoBackendBase::DoState(PointerWrap& p)
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{
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@ -54,6 +54,10 @@ public:
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static void ClearList();
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static void ActivateBackend(const std::string& name);
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// Fills the backend_info fields with the capabilities of the selected backend/device.
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// Called by the UI thread when the graphics config is opened.
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static void PopulateBackendInfo();
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// the implementation needs not do synchronization logic, because calls to it are surrounded by
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// PauseAndLock now
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void DoState(PointerWrap& p);
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