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@ -1151,7 +1151,7 @@ void VideoThread::UpdateSettingsOnThread(GPUSettings&& new_settings)
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void VideoThread::RunOnThread(AsyncCallType func)
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{
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DebugAssert(!VideoThread::IsOnThread());
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DebugAssert(!s_state.use_thread || !IsOnThread());
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if (!s_state.use_thread) [[unlikely]]
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{
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@ -1166,7 +1166,7 @@ void VideoThread::RunOnThread(AsyncCallType func)
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void VideoThread::RunOnThreadAndSync(AsyncCallType func)
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{
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DebugAssert(!VideoThread::IsOnThread());
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DebugAssert(!s_state.use_thread || !IsOnThread());
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if (!s_state.use_thread) [[unlikely]]
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{
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@ -1181,7 +1181,7 @@ void VideoThread::RunOnThreadAndSync(AsyncCallType func)
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std::pair<VideoThreadCommand*, void*> VideoThread::BeginASyncBufferCall(AsyncBufferCallType func, u32 buffer_size)
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{
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DebugAssert(!VideoThread::IsOnThread());
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DebugAssert(!s_state.use_thread || !IsOnThread());
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// this is less than optimal, but it's only used for input osd updates currently, so whatever
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VideoThreadAsyncBufferCallCommand* const cmd = AllocateCommand<VideoThreadAsyncBufferCallCommand>(
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@ -1192,7 +1192,7 @@ std::pair<VideoThreadCommand*, void*> VideoThread::BeginASyncBufferCall(AsyncBuf
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void VideoThread::EndASyncBufferCall(VideoThreadCommand* cmd)
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{
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DebugAssert(!VideoThread::IsOnThread());
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DebugAssert(!s_state.use_thread || !IsOnThread());
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if (!s_state.use_thread) [[unlikely]]
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{
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