IOS: Only have one USBScanner
Some games open two USB interfaces, e.g. /dev/usb/oh0 and /dev/usb/hid. This was causing us to run two scanning threads at once, using up more CPU time for scanning than we need to.
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@@ -32,6 +32,7 @@
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#include "Core/PowerPC/PowerPC.h"
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#include "IOS/USB/Emulated/Infinity.h"
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#include "IOS/USB/Emulated/Skylanders/Skylander.h"
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#include "IOS/USB/USBScanner.h"
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#include "VideoCommon/Assets/CustomAssetLoader.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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@@ -89,6 +90,7 @@ struct System::Impl
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SerialInterface::SerialInterfaceManager m_serial_interface;
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Sram m_sram;
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SystemTimers::SystemTimersManager m_system_timers;
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IOS::HLE::USBScanner m_usb_scanner;
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VertexShaderManager m_vertex_shader_manager;
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XFStateManager m_xf_state_manager;
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VideoInterface::VideoInterfaceManager m_video_interface;
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@@ -313,6 +315,11 @@ SystemTimers::SystemTimersManager& System::GetSystemTimers() const
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return m_impl->m_system_timers;
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}
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IOS::HLE::USBScanner& System::GetUSBScanner() const
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{
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return m_impl->m_usb_scanner;
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}
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VertexShaderManager& System::GetVertexShaderManager() const
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{
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return m_impl->m_vertex_shader_manager;
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