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Fix access invoke callbacks relying on replay thread
* Some CaptureAccess uses like enumerating GPUs happen before the replay thread is running, in this case we can safely run on the UI thread as we know there will be nothing to conflict with.
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@@ -1027,6 +1027,13 @@ struct ReplayInvoker : IReplayManager
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}
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void BlockInvoke(ReplayInvokeCallback method) { return m_Replay.BlockInvoke(method); }
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// won't be available to python but we implement this for compile time matching
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bool AccessInvoke(std::function<void(ICaptureAccess *)> callback, bool blocking, bool forceReplay,
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rdcstr tag)
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{
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return m_Replay.AccessInvoke(callback, blocking, forceReplay, tag);
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}
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};
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struct IMainWindowInvoker : UIThreadInvoker<IMainWindow>
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