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GPU: Dispose Renderer after running deferred actions (#5144)
* GAL: Dispose Renderer after running deferred actions Deferred actions from disposing physical memory instances always dispose the resources in their caches. The renderer can't be disposed before these resources get disposed, otherwise the dispose actions will not actually run, and the ThreadedRenderer may get stuck trying to enqueue too many commands when there is nothing consuming them. This should fix most instances of the emulator freezing on close. * Wait for main render commands to finish, but keep RenderThread alive til dispose * Address some feedback. * No parameterize needed * Set thread name as part of constructor * Port to Ava and SDL2
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parent
92b0b7d753
commit
c6676007bf
6 changed files with 65 additions and 18 deletions
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@ -92,6 +92,8 @@ namespace Ryujinx.Ava
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private bool _isActive;
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private bool _renderingStarted;
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private ManualResetEvent _gpuDoneEvent;
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private IRenderer _renderer;
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private readonly Thread _renderingThread;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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@ -183,6 +185,7 @@ namespace Ryujinx.Ava
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ConfigurationState.Instance.Multiplayer.LanInterfaceId.Event += UpdateLanInterfaceIdState;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_gpuDoneEvent = new ManualResetEvent(false);
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}
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private void TopLevel_PointerEnterOrMoved(object sender, PointerEventArgs e)
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@ -423,10 +426,10 @@ namespace Ryujinx.Ava
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_isActive = false;
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if (_renderingThread.IsAlive)
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{
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_renderingThread.Join();
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}
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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DisplaySleep.Restore();
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@ -917,6 +920,14 @@ namespace Ryujinx.Ava
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UpdateStatus();
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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(_rendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(null);
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@ -1,5 +1,6 @@
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using Ryujinx.Common.Configuration;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.GAL
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{
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@ -52,7 +53,7 @@ namespace Ryujinx.Graphics.GAL
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void ResetCounter(CounterType type);
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void RunLoop(Action gpuLoop)
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void RunLoop(ThreadStart gpuLoop)
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{
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gpuLoop();
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}
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@ -30,7 +30,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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private IRenderer _baseRenderer;
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private Thread _gpuThread;
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private Thread _backendThread;
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private bool _disposed;
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private bool _running;
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private AutoResetEvent _frameComplete = new AutoResetEvent(true);
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@ -98,19 +97,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_refQueue = new object[MaxRefsPerCommand * QueueCount];
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}
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public void RunLoop(Action gpuLoop)
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public void RunLoop(ThreadStart gpuLoop)
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{
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_running = true;
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_backendThread = Thread.CurrentThread;
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_gpuThread = new Thread(() => {
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gpuLoop();
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_running = false;
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_galWorkAvailable.Set();
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});
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_gpuThread = new Thread(gpuLoop)
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{
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Name = "GPU.MainThread"
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};
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_gpuThread.Name = "GPU.MainThread";
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_gpuThread.Start();
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RenderLoop();
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@ -120,7 +117,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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{
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// Power through the render queue until the Gpu thread work is done.
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while (_running && !_disposed)
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while (_running)
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{
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_galWorkAvailable.Wait();
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_galWorkAvailable.Reset();
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@ -488,12 +485,23 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return _baseRenderer.PrepareHostMapping(address, size);
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}
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public void FlushThreadedCommands()
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{
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SpinWait wait = new();
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while (Volatile.Read(ref _commandCount) > 0)
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{
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wait.SpinOnce();
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}
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}
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public void Dispose()
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{
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// Dispose must happen from the render thread, after all commands have completed.
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// Stop the GPU thread.
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_disposed = true;
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_running = false;
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_galWorkAvailable.Set();
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if (_gpuThread != null && _gpuThread.IsAlive)
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{
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@ -390,7 +390,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public void Dispose()
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{
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Renderer.Dispose();
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GPFifo.Dispose();
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HostInitalized.Dispose();
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@ -403,6 +402,8 @@ namespace Ryujinx.Graphics.Gpu
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PhysicalMemoryRegistry.Clear();
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RunDeferredActions();
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Renderer.Dispose();
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}
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}
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}
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@ -62,6 +62,7 @@ namespace Ryujinx.Headless.SDL2
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private readonly long _ticksPerFrame;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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private readonly ManualResetEvent _exitEvent;
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private readonly ManualResetEvent _gpuDoneEvent;
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private long _ticks;
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private bool _isActive;
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@ -91,6 +92,7 @@ namespace Ryujinx.Headless.SDL2
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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_gpuCancellationTokenSource = new CancellationTokenSource();
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
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_aspectRatio = aspectRatio;
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_enableMouse = enableMouse;
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HostUiTheme = new HeadlessHostUiTheme();
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@ -275,6 +277,14 @@ namespace Ryujinx.Headless.SDL2
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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FinalizeWindowRenderer();
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@ -404,7 +414,10 @@ namespace Ryujinx.Headless.SDL2
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MainLoop();
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renderLoopThread.Join();
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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nvStutterWorkaround?.Join();
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Exit();
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@ -65,6 +65,7 @@ namespace Ryujinx.Ui
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private KeyboardHotkeyState _prevHotkeyState;
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private readonly ManualResetEvent _exitEvent;
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private readonly ManualResetEvent _gpuDoneEvent;
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private readonly CancellationTokenSource _gpuCancellationTokenSource;
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@ -110,6 +111,7 @@ namespace Ryujinx.Ui
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| EventMask.KeyReleaseMask));
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_exitEvent = new ManualResetEvent(false);
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_gpuDoneEvent = new ManualResetEvent(false);
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_gpuCancellationTokenSource = new CancellationTokenSource();
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@ -499,6 +501,14 @@ namespace Ryujinx.Ui
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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// Make sure all commands in the run loop are fully executed before leaving the loop.
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if (Device.Gpu.Renderer is ThreadedRenderer threaded)
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{
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threaded.FlushThreadedCommands();
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}
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_gpuDoneEvent.Set();
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});
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}
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@ -542,7 +552,10 @@ namespace Ryujinx.Ui
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MainLoop();
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renderLoopThread.Join();
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// NOTE: The render loop is allowed to stay alive until the renderer itself is disposed, as it may handle resource dispose.
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// We only need to wait for all commands submitted during the main gpu loop to be processed.
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_gpuDoneEvent.WaitOne();
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_gpuDoneEvent.Dispose();
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nvStutterWorkaround?.Join();
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Exit();
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