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Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder * [input] replaced per-platform pad readers with sdl gamepad input * [video] added sdl window and host display plumbing * [gui] added host display options and per-game render settings * [bink] synced host movie playback to the guest audio clock * [cpu] hooked windows write faults into guest image tracking * [perf] added guest and render profiling, reserved host cpu lanes * [kernel] fixed stale pthread mutex handle alias * [host] wired the sdl session, save-data paths and project references * [audio] hoisted ajm trace stackalloc out of its loop * [video] Add guest image sync setting * [build] Strip native symbols * reuse
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@@ -6,8 +6,8 @@ using System.Collections.Concurrent;
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namespace SharpEmu.HLE;
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/// <summary>
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/// Runs work on the real process main thread. macOS only allows AppKit (and
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/// therefore GLFW windowing) on that thread, so the CLI moves emulation onto
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/// Runs work on the real process main thread. macOS requires its windowing
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/// event loop on that thread, so the CLI moves emulation onto
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/// a worker thread, parks the main thread in <see cref="Pump"/>, and the
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/// video presenter posts its window loop here. On other platforms
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/// <see cref="IsAvailable"/> stays false and nothing changes.
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