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Fix some issues with GE dumps #11171

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merged 4 commits into from
Jun 14, 2018
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This fixes a few issues with dumps and the GE debugger:

  1. Dumps still had the old texture addresses, which added extra flushing and "Step Tex" had a bunch of wrong textures.
  2. Dumps set a stall before every prim, so you never saw prims combine.
  3. Sometimes on GL, you'd get a crash when stepping because a texture would get built outside a render pass.
  4. When exiting PPSSPP during GE stepping, things hung (mistake in Improve debugger threadsafety and consistency #10987 due to threading.)

With this it's more realistic to see the performance and flushing behavior of GE dumps. I made the changes in execution to avoid breaking compatibility with old dumps.

-[Unknown]

Since we're blocking the Emu thread, we can't use a hook from the Emu
thread to wake up.

The change to lifecycle callbacks caused this.
This is unfortunate, but right now BuildTexture() applies the sampling
settings which happen within a render pass.  So we must have a render
pass.
This makes it easier to compare performance and flushing bugs.
@unknownbrackets unknownbrackets added this to the v1.7.0 milestone Jun 11, 2018
@hrydgard hrydgard merged commit e03aeba into hrydgard:master Jun 14, 2018
@unknownbrackets unknownbrackets deleted the debugger branch June 14, 2018 13:57
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