video_core/gpu: Create threads separately from initialization

Like with CPU emulation, we generally don't want to fire off the threads
immediately after the relevant classes are initialized, we want to do
this after all necessary data is done loading first.

This splits the thread creation into its own interface member function
to allow controlling when these threads in particular get created.
This commit is contained in:
Lioncash 2019-04-09 14:02:00 -04:00
parent f2331a804a
commit 6d0551196d
10 changed files with 51 additions and 25 deletions

View file

@ -3,9 +3,7 @@
// Refer to the license.txt file included.
#include <array>
#include <map>
#include <memory>
#include <thread>
#include <utility>
#include "common/file_util.h"
@ -38,8 +36,6 @@
#include "frontend/applets/software_keyboard.h"
#include "frontend/applets/web_browser.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/gpu_asynch.h"
#include "video_core/gpu_synch.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
@ -135,13 +131,9 @@ struct System::Impl {
return ResultStatus::ErrorVideoCore;
}
is_powered_on = true;
gpu_core = VideoCore::CreateGPU(system);
if (Settings::values.use_asynchronous_gpu_emulation) {
gpu_core = std::make_unique<VideoCommon::GPUAsynch>(system, *renderer);
} else {
gpu_core = std::make_unique<VideoCommon::GPUSynch>(system, *renderer);
}
is_powered_on = true;
LOG_DEBUG(Core, "Initialized OK");
@ -188,7 +180,8 @@ struct System::Impl {
}
// Main process has been loaded and been made current.
// Begin CPU execution.
// Begin GPU and CPU execution.
gpu_core->Start();
cpu_core_manager.StartThreads();
status = ResultStatus::Success;