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Android: Add some logging
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parent
e05a4cebbe
commit
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@ -193,6 +193,7 @@ static void EmuThreadFunc() {
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while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
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UpdateRunLoopAndroid(env);
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}
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ILOG("QUIT_REQUESTED found, left loop. Setting state to STOPPED.");
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emuThreadState = (int)EmuThreadState::STOPPED;
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NativeShutdownGraphics();
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@ -213,8 +214,8 @@ static void EmuThreadStart() {
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// Call EmuThreadStop first, then keep running the GPU (or eat commands)
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// as long as emuThreadState isn't STOPPED and/or there are still things queued up.
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// Only after that, call EmuThreadJoin.
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static void EmuThreadStop() {
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ILOG("EmuThreadStop - stopping...");
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static void EmuThreadStop(const char *caller) {
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ILOG("EmuThreadStop - stopping (%s)...", caller);
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emuThreadState = (int)EmuThreadState::QUIT_REQUESTED;
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}
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@ -527,15 +528,16 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_pause(JNIEnv *, jclass) {
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extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
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if (renderer_inited && useCPUThread && graphicsContext) {
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// Only used in Java EGL path.
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EmuThreadStop();
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EmuThreadStop("shutdown");
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ILOG("BeginAndroidShutdown");
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graphicsContext->BeginAndroidShutdown();
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// Skipping GL calls, the old context is gone.
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while (graphicsContext->ThreadFrame()) {
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ILOG("graphicsContext->ThreadFrame executed to clear buffers");
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continue;
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}
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ILOG("Joining emuthread");
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EmuThreadJoin();
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ILOG("Joined emuthread");
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graphicsContext->ThreadEnd();
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graphicsContext->ShutdownFromRenderThread();
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@ -566,15 +568,17 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * env,
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// We should be running on the render thread here.
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std::string errorMessage;
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if (renderer_inited) {
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// Would be really nice if we could get something on the GL thread immediately when shutting down...
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// Would be really nice if we could get something on the GL thread immediately when shutting down.
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ILOG("NativeApp.displayInit() restoring");
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if (useCPUThread) {
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EmuThreadStop();
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EmuThreadStop("displayInit");
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graphicsContext->BeginAndroidShutdown();
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ILOG("BeginAndroidShutdown. Looping until emu thread done...");
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// Skipping GL calls here because the old context is lost.
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while (graphicsContext->ThreadFrame()) {
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continue;
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}
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ILOG("Joining emu thread");
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EmuThreadJoin();
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} else {
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NativeShutdownGraphics();
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@ -1018,7 +1022,7 @@ retry:
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ILOG("Leaving EGL/Vulkan render loop.");
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if (useCPUThread) {
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EmuThreadStop();
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EmuThreadStop("exitrenderloop");
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while (graphicsContext->ThreadFrame()) {
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continue;
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}
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