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Fix #14789
The change to apply shaders would be executed and then a command to apply shaders would immeidately be enqueued, to run asynchronously after the current event handler, which then did exactly the same thing, creating a busy loop.
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@ -971,9 +971,18 @@ static void ui_companion_cocoa_notify_content_loaded(void *data) { }
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static void ui_companion_cocoa_toggle(void *data, bool force) { }
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static void ui_companion_cocoa_toggle(void *data, bool force) { }
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static void ui_companion_cocoa_event_command(void *data, enum event_command cmd)
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static void ui_companion_cocoa_event_command(void *data, enum event_command cmd)
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{
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{
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switch (cmd)
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{
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case CMD_EVENT_SHADERS_APPLY_CHANGES:
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case CMD_EVENT_SHADER_PRESET_LOADED:
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break;
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default: {
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id performer = [[CommandPerformer alloc] initWithData:data command:cmd];
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id performer = [[CommandPerformer alloc] initWithData:data command:cmd];
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[performer performSelectorOnMainThread:@selector(perform) withObject:nil waitUntilDone:NO];
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[performer performSelectorOnMainThread:@selector(perform) withObject:nil waitUntilDone:NO];
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RELEASE(performer);
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RELEASE(performer);
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}
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break;
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}
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}
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}
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static void ui_companion_cocoa_notify_list_pushed(void *data, file_list_t *a, file_list_t *b) { }
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static void ui_companion_cocoa_notify_list_pushed(void *data, file_list_t *a, file_list_t *b) { }
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