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Change "blocking" BlockingLoop::Stop to give up and die after a timeout.
This fixes the global-static fifo object causing infinite hangs in some cases. Notably, failure to initialize a graphics backend would result in BlockingLoop::Prepare being called but never executing Run(), leaving the object in a bad state.
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@ -144,7 +144,7 @@ void ExitGpuLoop()
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// Terminate GPU thread loop
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s_emu_running_state.Set();
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s_gpu_mainloop.Stop(false);
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s_gpu_mainloop.Stop(s_gpu_mainloop.kNonBlock);
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}
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void EmulatorState(bool running)
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