Vita: Fix flickering when using frameskip #1822
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bool frameAvailable; | ||
if (runner->core->platform(runner->core) == PLATFORM_GBA) { | ||
struct GBA* gba = runner->core->board; | ||
frameAvailable = gba->video.frameskipCounter <= 0; |
endrift
Jul 20, 2020
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Interesting approach. However, I don't like the idea of having to cast to a specific core to grab the frameskip counter. It's not generic, and I want to reduce the number of things peering into the cores, not increase. Not sure if there's a better approach however.
Interesting approach. However, I don't like the idea of having to cast to a specific core to grab the frameskip counter. It's not generic, and I want to reduce the number of things peering into the cores, not increase. Not sure if there's a better approach however.
If I can't come up with a better solution I'll merge this PR (and into 0.8.3) and add an API for figuring out if there's been a new frame posted in 0.9 so this can be generalized. |
endrift
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This pull request should fix issue #1689. I've also reduced the size of vita2d_texture from 4 to 2; I haven't found anything that needs 4 buffers rather than 2, and interframe blending works with 2 buffers.