Use MacOS-specific refresh rate check to avoid SDL race condition #1262
+28
−3
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Because MacOS is very sensitive when it comes to what is allowed to be done on non-main threads, if the input thread called
SDL_PumpEvent
while we were betweenSDL_Init
andSDL_QuitSubSystem
in the prior code, the emulator would completely crash.To avoid this, we now use a MacOS-specific implementation of the refresh rate check which takes SDL out of the equation entirely, and as other OSes aren't as thread-sensitive, this should resolve the issue completely.