Be more consistent about thread naming

This commit is contained in:
Henrik Rydgård 2024-11-03 18:11:55 +01:00
parent e19ad1f359
commit 758faac445
4 changed files with 6 additions and 6 deletions

View File

@ -473,7 +473,7 @@ static int mainInternal(QApplication &a) {
} }
void MainUI::EmuThreadFunc() { void MainUI::EmuThreadFunc() {
SetCurrentThreadName("Emu"); SetCurrentThreadName("EmuThread");
// There's no real requirement that NativeInit happen on this thread, though it can't hurt... // There's no real requirement that NativeInit happen on this thread, though it can't hurt...
// We just call the update/render loop here. NativeInitGraphics should be here though. // We just call the update/render loop here. NativeInitGraphics should be here though.

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@ -686,7 +686,7 @@ static std::thread emuThread;
static std::atomic<int> emuThreadState((int)EmuThreadState::DISABLED); static std::atomic<int> emuThreadState((int)EmuThreadState::DISABLED);
static void EmuThreadFunc(GraphicsContext *graphicsContext) { static void EmuThreadFunc(GraphicsContext *graphicsContext) {
SetCurrentThreadName("Emu"); SetCurrentThreadName("EmuThread");
// There's no real requirement that NativeInit happen on this thread. // There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here. // We just call the update/render loop here.

View File

@ -76,7 +76,7 @@ bool MainThread_Ready() {
} }
static void EmuThreadFunc(GraphicsContext *graphicsContext) { static void EmuThreadFunc(GraphicsContext *graphicsContext) {
SetCurrentThreadName("Emu"); SetCurrentThreadName("EmuThread");
// There's no real requirement that NativeInit happen on this thread. // There's no real requirement that NativeInit happen on this thread.
// We just call the update/render loop here. // We just call the update/render loop here.
@ -152,7 +152,7 @@ bool CreateGraphicsBackend(std::string *error_message, GraphicsContext **ctx) {
void MainThreadFunc() { void MainThreadFunc() {
// We'll start up a separate thread we'll call Emu // We'll start up a separate thread we'll call Emu
SetCurrentThreadName(useEmuThread ? "Render" : "Emu"); SetCurrentThreadName(useEmuThread ? "RenderThread" : "EmuThread");
SetConsolePosition(); SetConsolePosition();
@ -180,7 +180,7 @@ void MainThreadFunc() {
} else if (useEmuThread) { } else if (useEmuThread) {
// We must've failed over from OpenGL, flip the emu thread off. // We must've failed over from OpenGL, flip the emu thread off.
useEmuThread = false; useEmuThread = false;
SetCurrentThreadName("Emu"); SetCurrentThreadName("EmuThread");
} }
if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) { if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {

View File

@ -1367,7 +1367,7 @@ namespace Libretro
static void EmuThreadFunc() static void EmuThreadFunc()
{ {
SetCurrentThreadName("Emu"); SetCurrentThreadName("EmuThread");
for (;;) for (;;)
{ {