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Headless: Fix graphics tests for Vulkan/Direct3D.
Otherwise we hang because there's no thread to ever end.
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@ -862,6 +862,7 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
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GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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// Not a framebuffer, so let's assume these are right.
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// TODO: But they may definitely not be, if the texture was scaled.
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int w = gstate.getTextureWidth(level);
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int h = gstate.getTextureHeight(level);
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@ -163,7 +163,7 @@ bool WindowsHeadlessHost::InitGraphics(std::string *error_message, GraphicsConte
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void WindowsHeadlessHost::ShutdownGraphics() {
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gfx_->StopThread();
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while (threadState_ != RenderThreadState::STOPPED)
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while (threadState_ != RenderThreadState::STOPPED && threadState_ != RenderThreadState::IDLE)
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sleep_ms(1);
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gfx_->Shutdown();
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