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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Remove dead code path
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7b2657f3ff
commit
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@ -872,6 +872,7 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_pause(JNIEnv *, jclass) {
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}
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extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
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INFO_LOG(SYSTEM, "NativeApp.shutdown() -- begin");
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if (renderer_inited && useCPUThread && graphicsContext) {
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// Only used in Java EGL path.
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EmuThreadStop("shutdown");
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@ -891,8 +892,7 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
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EmuThreadJoin();
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}
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INFO_LOG(SYSTEM, "NativeApp.shutdown() -- begin");
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if (renderer_inited) {
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if (graphicsContext) {
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INFO_LOG(G3D, "Shutting down renderer");
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graphicsContext->Shutdown();
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delete graphicsContext;
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@ -1135,6 +1135,9 @@ void UpdateRunLoopAndroid(JNIEnv *env) {
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}
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extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env, jobject obj) {
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// This doesn't get called on the Vulkan path.
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_assert_(useCPUThread);
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static bool hasSetThreadName = false;
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if (!hasSetThreadName) {
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hasSetThreadName = true;
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@ -1144,13 +1147,9 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env,
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if (IsVREnabled() && !StartVRRender())
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return;
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if (useCPUThread) {
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// This is the "GPU thread". Call ThreadFrame.
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if (!graphicsContext || !graphicsContext->ThreadFrame()) {
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return;
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}
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} else {
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UpdateRunLoopAndroid(env);
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// This is the "GPU thread". Call ThreadFrame.
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if (!graphicsContext || !graphicsContext->ThreadFrame()) {
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return;
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}
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if (IsVREnabled()) {
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@ -1457,6 +1456,7 @@ static void ProcessFrameCommands(JNIEnv *env) {
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}
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// This runs in Vulkan mode only.
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// This handles the entire lifecycle of the Vulkan context, init and exit.
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extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runVulkanRenderLoop(JNIEnv *env, jobject obj, jobject _surf) {
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_assert_(!useCPUThread);
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@ -1507,11 +1507,11 @@ extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runVulkanRenderLoo
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hasSetThreadName = true;
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SetCurrentThreadName("AndroidRender");
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}
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}
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while (!exitRenderLoop) {
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LockedNativeUpdateRender();
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ProcessFrameCommands(env);
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while (!exitRenderLoop) {
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LockedNativeUpdateRender();
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ProcessFrameCommands(env);
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}
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}
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INFO_LOG(G3D, "Leaving EGL/Vulkan render loop.");
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