commit
98b26b6e12
428 changed files with 49376 additions and 27255 deletions
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@ -1,8 +1,3 @@
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# Add a custom command to generate a new shader_cache_version hash when any of the following files change
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# NOTE: This is an approximation of what files affect shader generation, its possible something else
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# could affect the result, but much more unlikely than the following files. Keeping a list of files
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# like this allows for much better caching since it doesn't force the user to recompile binary shaders every update
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set(VIDEO_CORE "${CMAKE_SOURCE_DIR}/src/video_core")
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if (DEFINED ENV{AZURECIREPO})
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set(BUILD_REPOSITORY $ENV{AZURECIREPO})
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endif()
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@ -30,64 +25,7 @@ add_custom_command(OUTPUT scm_rev.cpp
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-DGIT_EXECUTABLE=${GIT_EXECUTABLE}
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-P ${CMAKE_SOURCE_DIR}/CMakeModules/GenerateSCMRev.cmake
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DEPENDS
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# WARNING! It was too much work to try and make a common location for this list,
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# so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_disk_cache.h"
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"${VIDEO_CORE}/shader/decode/arithmetic.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_half.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_half_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_integer.cpp"
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"${VIDEO_CORE}/shader/decode/arithmetic_integer_immediate.cpp"
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"${VIDEO_CORE}/shader/decode/bfe.cpp"
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"${VIDEO_CORE}/shader/decode/bfi.cpp"
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"${VIDEO_CORE}/shader/decode/conversion.cpp"
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"${VIDEO_CORE}/shader/decode/ffma.cpp"
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"${VIDEO_CORE}/shader/decode/float_set.cpp"
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"${VIDEO_CORE}/shader/decode/float_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/half_set.cpp"
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"${VIDEO_CORE}/shader/decode/half_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/hfma2.cpp"
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"${VIDEO_CORE}/shader/decode/image.cpp"
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"${VIDEO_CORE}/shader/decode/integer_set.cpp"
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"${VIDEO_CORE}/shader/decode/integer_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/memory.cpp"
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"${VIDEO_CORE}/shader/decode/texture.cpp"
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"${VIDEO_CORE}/shader/decode/other.cpp"
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"${VIDEO_CORE}/shader/decode/predicate_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/predicate_set_register.cpp"
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"${VIDEO_CORE}/shader/decode/register_set_predicate.cpp"
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"${VIDEO_CORE}/shader/decode/shift.cpp"
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"${VIDEO_CORE}/shader/decode/video.cpp"
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"${VIDEO_CORE}/shader/decode/warp.cpp"
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"${VIDEO_CORE}/shader/decode/xmad.cpp"
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"${VIDEO_CORE}/shader/ast.cpp"
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"${VIDEO_CORE}/shader/ast.h"
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"${VIDEO_CORE}/shader/compiler_settings.cpp"
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"${VIDEO_CORE}/shader/compiler_settings.h"
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"${VIDEO_CORE}/shader/control_flow.cpp"
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"${VIDEO_CORE}/shader/control_flow.h"
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"${VIDEO_CORE}/shader/decode.cpp"
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"${VIDEO_CORE}/shader/expr.cpp"
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"${VIDEO_CORE}/shader/expr.h"
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"${VIDEO_CORE}/shader/node.h"
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"${VIDEO_CORE}/shader/node_helper.cpp"
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"${VIDEO_CORE}/shader/node_helper.h"
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"${VIDEO_CORE}/shader/registry.cpp"
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"${VIDEO_CORE}/shader/registry.h"
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"${VIDEO_CORE}/shader/shader_ir.cpp"
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"${VIDEO_CORE}/shader/shader_ir.h"
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"${VIDEO_CORE}/shader/track.cpp"
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"${VIDEO_CORE}/shader/transform_feedback.cpp"
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"${VIDEO_CORE}/shader/transform_feedback.h"
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# and also check that the scm_rev files haven't changed
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# Check that the scm_rev files haven't changed
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"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.cpp.in"
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"${CMAKE_CURRENT_SOURCE_DIR}/scm_rev.h"
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# technically we should regenerate if the git version changed, but its not worth the effort imo
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@ -144,6 +144,10 @@ bool ParseFilterRule(Filter& instance, Iterator begin, Iterator end) {
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SUB(Render, Software) \
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SUB(Render, OpenGL) \
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SUB(Render, Vulkan) \
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CLS(Shader) \
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SUB(Shader, SPIRV) \
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SUB(Shader, GLASM) \
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SUB(Shader, GLSL) \
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CLS(Audio) \
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SUB(Audio, DSP) \
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SUB(Audio, Sink) \
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@ -114,6 +114,10 @@ enum class Class : u8 {
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Render_Software, ///< Software renderer backend
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Render_OpenGL, ///< OpenGL backend
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Render_Vulkan, ///< Vulkan backend
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Shader, ///< Shader recompiler
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Shader_SPIRV, ///< Shader SPIR-V code generation
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Shader_GLASM, ///< Shader GLASM code generation
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Shader_GLSL, ///< Shader GLSL code generation
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Audio, ///< Audio emulation
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Audio_DSP, ///< The HLE implementation of the DSP
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Audio_Sink, ///< Emulator audio output backend
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@ -14,7 +14,6 @@
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#define BUILD_ID "@BUILD_ID@"
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#define TITLE_BAR_FORMAT_IDLE "@TITLE_BAR_FORMAT_IDLE@"
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#define TITLE_BAR_FORMAT_RUNNING "@TITLE_BAR_FORMAT_RUNNING@"
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#define SHADER_CACHE_VERSION "@SHADER_CACHE_VERSION@"
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namespace Common {
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@ -28,7 +27,6 @@ const char g_build_version[] = BUILD_VERSION;
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const char g_build_id[] = BUILD_ID;
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const char g_title_bar_format_idle[] = TITLE_BAR_FORMAT_IDLE;
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const char g_title_bar_format_running[] = TITLE_BAR_FORMAT_RUNNING;
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const char g_shader_cache_version[] = SHADER_CACHE_VERSION;
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} // namespace
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@ -57,7 +57,7 @@ void LogSettings() {
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log_setting("Renderer_UseNvdecEmulation", values.use_nvdec_emulation.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_UseGarbageCollection", values.use_caches_gc.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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@ -140,7 +140,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.use_nvdec_emulation.SetGlobal(true);
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values.accelerate_astc.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.shader_backend.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.use_caches_gc.SetGlobal(true);
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@ -24,6 +24,12 @@ enum class RendererBackend : u32 {
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Vulkan = 1,
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};
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enum class ShaderBackend : u32 {
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GLSL = 0,
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GLASM = 1,
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SPIRV = 2,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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// Renderer
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Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"};
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BasicSetting<bool> renderer_debug{false, "debug"};
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BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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BasicSetting<bool> disable_shader_loop_safety_checks{false,
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"disable_shader_loop_safety_checks"};
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Setting<int> vulkan_device{0, "vulkan_device"};
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Setting<u16> resolution_factor{1, "resolution_factor"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
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Setting<ShaderBackend> shader_backend{ShaderBackend::GLASM, "shader_backend"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<bool> use_caches_gc{false, "use_caches_gc"};
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@ -5,6 +5,7 @@
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#pragma once
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <mutex>
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#include <stop_token>
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@ -39,7 +40,7 @@ public:
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const auto lambda = [this, func](std::stop_token stop_token) {
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Common::SetCurrentThreadName(thread_name.c_str());
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{
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std::conditional_t<with_state, StateType, int> state{func()};
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[[maybe_unused]] std::conditional_t<with_state, StateType, int> state{func()};
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while (!stop_token.stop_requested()) {
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Task task;
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{
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Loading…
Add table
Add a link
Reference in a new issue