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https://github.com/libretro/ppsspp.git
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Move ThreadEventQueue to its own file.
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parent
1d38dfde78
commit
1b838c4403
@ -746,6 +746,7 @@ add_library(${CoreLibName} ${CoreLinkType}
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Core/CwCheat.h
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Core/HDRemaster.cpp
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Core/HDRemaster.h
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Core/ThreadEventQueue.h
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Core/Debugger/Breakpoints.cpp
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Core/Debugger/Breakpoints.h
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Core/Debugger/DebugInterface.h
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@ -486,6 +486,7 @@
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<ClInclude Include="Reporting.h" />
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<ClInclude Include="SaveState.h" />
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<ClInclude Include="System.h" />
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<ClInclude Include="ThreadEventQueue.h" />
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<ClInclude Include="Util\BlockAllocator.h" />
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<ClInclude Include="Util\PPGeDraw.h" />
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<ClInclude Include="Util\ppge_atlas.h" />
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@ -837,6 +837,9 @@
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<ClInclude Include="FileSystems\VirtualDiscFileSystem.h">
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<Filter>FileSystems</Filter>
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</ClInclude>
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<ClInclude Include="ThreadEventQueue.h">
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<Filter>Core</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="CMakeLists.txt" />
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116
Core/ThreadEventQueue.h
Normal file
116
Core/ThreadEventQueue.h
Normal file
@ -0,0 +1,116 @@
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// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "native/base/mutex.h"
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#include "Core/CoreTiming.h"
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#include <deque>
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template <typename B, typename Event, typename EventType, EventType EVENT_INVALID, EventType EVENT_SYNC, EventType EVENT_FINISH>
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struct ThreadEventQueue : public B {
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void SetThreadEnabled(bool threadEnabled) {
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threadEnabled_ = threadEnabled;
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}
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void ScheduleEvent(Event ev) {
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{
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lock_guard guard(eventsLock_);
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events_.push_back(ev);
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eventsWait_.notify_one();
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}
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if (!threadEnabled_) {
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RunEventsUntil(0);
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}
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}
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bool HasEvents() {
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lock_guard guard(eventsLock_);
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return !events_.empty();
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}
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Event GetNextEvent() {
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lock_guard guard(eventsLock_);
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if (events_.empty()) {
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eventsDrain_.notify_one();
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return EVENT_INVALID;
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}
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Event ev = events_.front();
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events_.pop_front();
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return ev;
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}
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void RunEventsUntil(u64 globalticks) {
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do {
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for (Event ev = GetNextEvent(); EventType(ev) != EVENT_INVALID; ev = GetNextEvent()) {
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switch (EventType(ev)) {
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case EVENT_FINISH:
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// Stop waiting.
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globalticks = 0;
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break;
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case EVENT_SYNC:
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break;
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default:
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ProcessEvent(ev);
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}
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}
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// Quit the loop if the queue is drained and coreState has tripped, or threading is disabled.
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if (coreState != CORE_RUNNING || !threadEnabled_) {
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return;
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}
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// coreState changes won't wake us, so recheck periodically.
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eventsWait_.wait_for(eventsWaitLock_, 1);
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} while (CoreTiming::GetTicks() < globalticks);
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}
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void SyncThread() {
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if (!threadEnabled_) {
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return;
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}
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// While processing the last event, HasEvents() will be false even while not done.
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// So we schedule a nothing event and wait for that to finish.
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ScheduleEvent(EVENT_SYNC);
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while (HasEvents() && coreState == CORE_RUNNING) {
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eventsDrain_.wait_for(eventsDrainLock_, 1);
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}
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}
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void FinishEventLoop() {
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if (threadEnabled_) {
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ScheduleEvent(EVENT_FINISH);
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}
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}
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protected:
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virtual void ProcessEvent(Event ev) = 0;
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private:
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bool threadEnabled_;
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std::deque<Event> events_;
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recursive_mutex eventsLock_;
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recursive_mutex eventsWaitLock_;
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recursive_mutex eventsDrainLock_;
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condition_variable eventsWait_;
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condition_variable eventsDrain_;
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};
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@ -1,103 +1,8 @@
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#pragma once
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#include "native/base/mutex.h"
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#include "Core/ThreadEventQueue.h"
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#include "GPU/GPUInterface.h"
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#include "Core/CoreTiming.h"
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#include <deque>
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template <typename B, typename Event, typename EventType, EventType EVENT_INVALID, EventType EVENT_SYNC, EventType EVENT_FINISH>
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struct ThreadEventQueue : public B {
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void SetThreadEnabled(bool threadEnabled) {
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threadEnabled_ = threadEnabled;
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}
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void ScheduleEvent(Event ev) {
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{
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lock_guard guard(eventsLock_);
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events_.push_back(ev);
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eventsWait_.notify_one();
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}
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if (!threadEnabled_) {
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RunEventsUntil(0);
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}
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}
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bool HasEvents() {
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lock_guard guard(eventsLock_);
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return !events_.empty();
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}
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Event GetNextEvent() {
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lock_guard guard(eventsLock_);
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if (events_.empty()) {
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eventsDrain_.notify_one();
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return EVENT_INVALID;
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}
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Event ev = events_.front();
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events_.pop_front();
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return ev;
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}
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void RunEventsUntil(u64 globalticks) {
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do {
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for (Event ev = GetNextEvent(); EventType(ev) != EVENT_INVALID; ev = GetNextEvent()) {
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switch (EventType(ev)) {
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case EVENT_FINISH:
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// Stop waiting.
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globalticks = 0;
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break;
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case EVENT_SYNC:
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break;
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default:
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ProcessEvent(ev);
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}
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}
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// Quit the loop if the queue is drained and coreState has tripped, or threading is disabled.
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if (coreState != CORE_RUNNING || !threadEnabled_) {
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return;
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}
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// coreState changes won't wake us, so recheck periodically.
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eventsWait_.wait_for(eventsWaitLock_, 1);
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} while (CoreTiming::GetTicks() < globalticks);
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}
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void SyncThread() {
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if (!threadEnabled_) {
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return;
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}
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// While processing the last event, HasEvents() will be false even while not done.
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// So we schedule a nothing event and wait for that to finish.
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ScheduleEvent(EVENT_SYNC);
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while (HasEvents() && coreState == CORE_RUNNING) {
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eventsDrain_.wait_for(eventsDrainLock_, 1);
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}
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}
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void FinishEventLoop() {
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if (threadEnabled_) {
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ScheduleEvent(EVENT_FINISH);
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}
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}
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protected:
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virtual void ProcessEvent(Event ev) = 0;
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private:
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bool threadEnabled_;
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std::deque<Event> events_;
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recursive_mutex eventsLock_;
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recursive_mutex eventsWaitLock_;
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recursive_mutex eventsDrainLock_;
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condition_variable eventsWait_;
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condition_variable eventsDrain_;
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};
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typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> GPUThreadEventQueue;
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class GPUCommon : public GPUThreadEventQueue
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