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Vita: Fix flickering when using frameskip #1822

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merged 1 commit into from Aug 2, 2020
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@gotoAndDie
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gotoAndDie commented Jul 20, 2020

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.

bool frameAvailable;
if (runner->core->platform(runner->core) == PLATFORM_GBA) {
struct GBA* gba = runner->core->board;
frameAvailable = gba->video.frameskipCounter <= 0;

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@endrift

endrift Jul 20, 2020 Member

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.

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endrift commented Aug 2, 2020

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 endrift added this to the mGBA 0.8.3 milestone Aug 2, 2020
@endrift endrift merged commit 404b743 into mgba-emu:master Aug 2, 2020
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@endrift endrift linked an issue that may be closed by this pull request Aug 2, 2020
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