mirror of https://github.com/mgba-emu/mgba.git
3DS: Improve graphics pipeline, framelimiting
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41f27bf617
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10b14f90d1
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@ -26,23 +26,21 @@ struct ctrUIVertex {
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float rotate[2];
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};
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#define MAX_NUM_QUADS 256
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#define BUFFER_PARTITIONS 4
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#define VERTEX_BUFFER_SIZE MAX_NUM_QUADS * BUFFER_PARTITIONS * sizeof(struct ctrUIVertex)
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#define MAX_NUM_QUADS 4096
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#define VERTEX_BUFFER_SIZE MAX_NUM_QUADS * sizeof(struct ctrUIVertex)
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static struct ctrUIVertex* ctrVertexBuffer = NULL;
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static int ctrNumVerts = 0;
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static int ctrVertStart = 0;
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static int ctrVertPartition = 0;
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static C3D_Tex* activeTexture = NULL;
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static const C3D_Tex* activeTexture = NULL;
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static shaderProgram_s uiProgram;
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static DVLB_s* uiShader = NULL;
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static int GSH_FVEC_projectionMtx;
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static int GSH_FVEC_textureMtx;
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bool ctrInitGpu() {
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bool ctrInitGpu(void) {
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// Load vertex shader binary
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uiShader = DVLB_ParseFile((u32*) uishader, uishader_size);
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if (uiShader == NULL) {
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@ -85,7 +83,7 @@ bool ctrInitGpu() {
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return true;
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}
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void ctrDeinitGpu() {
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void ctrDeinitGpu(void) {
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if (ctrVertexBuffer) {
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linearFree(ctrVertexBuffer);
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ctrVertexBuffer = NULL;
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@ -110,10 +108,23 @@ void ctrSetViewportSize(s16 w, s16 h, bool tilt) {
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C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, GSH_FVEC_projectionMtx, &projectionMtx);
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}
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void ctrActivateTexture(C3D_Tex* texture) {
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void ctrFlushBatch(void) {
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int thisBatch = ctrNumVerts - ctrVertStart;
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if (!thisBatch) {
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return;
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}
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if (thisBatch < 0) {
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svcBreak(USERBREAK_PANIC);
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}
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C3D_DrawArrays(GPU_GEOMETRY_PRIM, ctrVertStart, thisBatch);
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ctrVertStart = ctrNumVerts;
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}
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void ctrActivateTexture(const C3D_Tex* texture) {
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if (texture == activeTexture) {
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return;
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}
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if (activeTexture) {
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ctrFlushBatch();
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}
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@ -174,16 +185,11 @@ void ctrAddRectEx(u32 color, s16 x, s16 y, s16 w, s16 h, s16 u, s16 v, s16 uw, s
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return;
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}
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if (ctrNumVerts + ctrVertStart == MAX_NUM_QUADS) {
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ctrFlushBatch();
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++ctrVertPartition;
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if (ctrVertPartition == BUFFER_PARTITIONS) {
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svcBreak(USERBREAK_PANIC);
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}
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ctrVertStart = ctrVertPartition * MAX_NUM_QUADS;
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if (ctrNumVerts == MAX_NUM_QUADS) {
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abort();
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}
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struct ctrUIVertex* vtx = &ctrVertexBuffer[ctrVertStart + ctrNumVerts];
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struct ctrUIVertex* vtx = &ctrVertexBuffer[ctrNumVerts];
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vtx->x = x;
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vtx->y = y;
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vtx->w = w;
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@ -203,24 +209,17 @@ void ctrAddRect(u32 color, s16 x, s16 y, s16 u, s16 v, s16 w, s16 h) {
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ctrAddRectEx(color, x, y, w, h, u, v, w, h, 0);
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}
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void ctrFlushBatch(void) {
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if (ctrNumVerts == 0) {
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return;
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}
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void ctrStartFrame(void) {
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ctrNumVerts = 0;
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ctrVertStart = 0;
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activeTexture = NULL;
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, &ctrVertexBuffer[ctrVertStart], sizeof(struct ctrUIVertex), 4, 0x3210);
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GSPGPU_FlushDataCache(&ctrVertexBuffer[ctrVertStart], sizeof(struct ctrUIVertex) * ctrNumVerts);
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C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, ctrNumVerts);
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ctrVertStart += ctrNumVerts;
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ctrNumVerts = 0;
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BufInfo_Add(bufInfo, ctrVertexBuffer, sizeof(struct ctrUIVertex), 4, 0x3210);
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}
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void ctrFinalize(void) {
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void ctrEndFrame(void) {
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ctrFlushBatch();
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ctrVertStart = 0;
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ctrVertPartition = 0;
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GSPGPU_FlushDataCache(ctrVertexBuffer, sizeof(struct ctrUIVertex) * ctrNumVerts);
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}
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@ -16,12 +16,13 @@ void ctrDeinitGpu(void);
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void ctrSetViewportSize(s16 w, s16 h, bool tilt);
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void ctrActivateTexture(C3D_Tex* texture);
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void ctrActivateTexture(const C3D_Tex* texture);
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void ctrTextureMultiply(void);
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void ctrTextureBias(u32 color);
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void ctrAddRectEx(u32 color, s16 x, s16 y, s16 w, s16 h, s16 u, s16 v, s16 uw, s16 vh, float rotate);
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void ctrAddRect(u32 color, s16 x, s16 y, s16 u, s16 v, s16 w, s16 h);
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void ctrFlushBatch(void);
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void ctrFinalize(void);
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void ctrStartFrame(void);
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void ctrEndFrame(void);
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#endif
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@ -92,11 +92,12 @@ static C3D_Tex outputTexture;
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static ndspWaveBuf dspBuffer[DSP_BUFFERS];
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static int bufferId = 0;
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static bool frameLimiter = true;
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static unsigned frameCounter;
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static u64 tickCounter;
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static C3D_RenderTarget* topScreen[2];
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static C3D_RenderTarget* bottomScreen[2];
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static int doubleBuffer = 0;
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static bool frameStarted = false;
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static C3D_RenderTarget* upscaleBuffer;
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static C3D_Tex upscaleBufferTex;
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@ -226,22 +227,38 @@ static void _csndPlaySound(u32 flags, u32 sampleRate, float vol, void* left, voi
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static void _postAudioBuffer(struct mAVStream* stream, blip_t* left, blip_t* right);
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static void _drawStart(void) {
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C3D_FrameBegin(frameLimiter ? 0 : C3D_FRAME_NONBLOCK);
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}
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static void _frameStart(void) {
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if (frameStarted) {
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return;
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}
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frameStarted = true;
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u8 flags = 0;
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if (!frameLimiter) {
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if (tickCounter + 4481000 > svcGetSystemTick()) {
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flags = C3D_FRAME_NONBLOCK;
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} else {
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tickCounter = svcGetSystemTick();
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}
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}
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C3D_FrameBegin(flags);
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// Mark both buffers used to make sure they get cleared
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C3D_FrameDrawOn(topScreen[doubleBuffer]);
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C3D_FrameDrawOn(bottomScreen[doubleBuffer]);
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ctrStartFrame();
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}
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static void _drawEnd(void) {
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ctrFinalize();
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if (!frameStarted) {
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return;
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}
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ctrEndFrame();
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C3D_RenderTargetSetOutput(topScreen[doubleBuffer], GFX_TOP, GFX_LEFT, GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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C3D_RenderTargetSetOutput(bottomScreen[doubleBuffer], GFX_BOTTOM, GFX_LEFT, GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
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C3D_FrameEnd(GX_CMDLIST_FLUSH);
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if (frameLimiter) {
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while (frameCounter == C3D_FrameCounter(0)) {
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gspWaitForAnyEvent();
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}
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}
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frameStarted = false;
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doubleBuffer ^= 1;
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C3D_FrameBufClear(&bottomScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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C3D_FrameBufClear(&topScreen[doubleBuffer]->frameBuf, C3D_CLEAR_COLOR, 0, 0);
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@ -263,6 +280,7 @@ static int _batteryState(void) {
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}
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static void _guiPrepare(void) {
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_frameStart();
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C3D_FrameDrawOn(bottomScreen[doubleBuffer]);
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ctrSetViewportSize(320, 240, true);
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}
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@ -442,12 +460,8 @@ static void _gameUnloaded(struct mGUIRunner* runner) {
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}
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}
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static void _storeCounter(struct mGUIRunner* runner) {
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UNUSED(runner);
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frameCounter = C3D_FrameCounter(0);
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}
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static void _drawTex(struct mCore* core, bool faded) {
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_frameStart();
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unsigned screen_w, screen_h;
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switch (screenMode) {
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case SM_PA_BOTTOM:
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@ -657,7 +671,11 @@ static void _incrementScreenMode(struct mGUIRunner* runner) {
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static void _setFrameLimiter(struct mGUIRunner* runner, bool limit) {
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UNUSED(runner);
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if (frameLimiter == limit) {
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return;
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}
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frameLimiter = limit;
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tickCounter = svcGetSystemTick();
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}
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static uint32_t _pollInput(const struct mInputMap* map) {
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@ -995,7 +1013,7 @@ int main() {
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.teardown = 0,
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.gameLoaded = _gameLoaded,
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.gameUnloaded = _gameUnloaded,
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.prepareForFrame = _storeCounter,
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.prepareForFrame = 0,
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.drawFrame = _drawFrame,
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.drawScreenshot = _drawScreenshot,
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.paused = _gameUnloaded,
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