mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Fix fast-forward on some OpenGL drivers where it may block early
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@ -16,6 +16,7 @@ Bugfixes:
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- GBA Memory: Fix unaligned out-of-bounds ROM loads
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- Qt: Add additional checks in CheatModel to prevent crashes
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- GBA Hardware: Fix Game Boy Player rumble in Pokemon Pinball
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- OpenGL: Fix fast-forward on some OpenGL drivers where it may block early
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Misc:
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- GBA Audio: Implement missing flags on SOUNDCNT_X register
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@ -210,10 +210,10 @@ void PainterGL::draw() {
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}
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if (GBASyncWaitFrameStart(&m_context->sync, m_context->frameskip) || !m_queue.isEmpty()) {
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dequeue();
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GBASyncWaitFrameEnd(&m_context->sync);
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m_painter.begin(m_gl->context()->device());
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performDraw();
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m_painter.end();
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GBASyncWaitFrameEnd(&m_context->sync);
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m_backend.d.swap(&m_backend.d);
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} else {
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GBASyncWaitFrameEnd(&m_context->sync);
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@ -64,8 +64,8 @@ void GBASDLGLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* rend
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if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
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v->postFrame(v, renderer->d.outputBuffer);
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}
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v->drawFrame(v);
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GBASyncWaitFrameEnd(&context->sync);
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v->drawFrame(v);
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v->swap(v);
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}
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}
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@ -117,8 +117,8 @@ void GBASDLGLES2Runloop(struct GBAThread* context, struct SDLSoftwareRenderer* r
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if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
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v->postFrame(v, renderer->d.outputBuffer);
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}
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v->drawFrame(v);
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GBASyncWaitFrameEnd(&context->sync);
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v->drawFrame(v);
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#ifdef BUILD_RASPI
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eglSwapBuffers(renderer->display, renderer->surface);
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#else
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