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https://github.com/izzy2lost/sm64-izzys-port-android.git
synced 2026-07-05 15:19:31 -07:00
Make 60fps patch workaround compatible
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@@ -1890,10 +1890,10 @@ index 0467495..fa4eb33 100644
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using namespace Microsoft::WRL; // For ComPtr
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diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c
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index 25c9f06..a6461ae 100644
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index 5f4c690..de96bbd 100644
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--- a/src/pc/gfx/gfx_sdl2.c
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+++ b/src/pc/gfx/gfx_sdl2.c
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@@ -53,7 +53,7 @@ static void (*kb_all_keys_up)(void) = NULL;
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@@ -61,7 +61,7 @@ static void (*touch_up_callback)(void* event);
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// whether to use timer for frame control
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static bool use_timer = true;
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// time between consequtive game frames
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@@ -1902,7 +1902,16 @@ index 25c9f06..a6461ae 100644
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const SDL_Scancode windows_scancode_table[] = {
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/* 0 1 2 3 4 5 6 7 */
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@@ -142,7 +142,11 @@ static inline void gfx_sdl_set_vsync(const bool enabled) {
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@@ -153,7 +153,7 @@ int test_vsync(void) {
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* On SGI models, turning vsync off will help with framerate, but the best is 60fps patch.
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* The actual solution would be to render or copy the buffer to a texture
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* and then render that to the screen.*/
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- render_multiplier = (average + 15) / 30;
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+ render_multiplier = (average + 30) / 60;
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if (render_multiplier == 0)
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render_multiplier = 1;
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@@ -165,7 +165,11 @@ static inline void gfx_sdl_set_vsync(const bool enabled) {
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if (enabled) {
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// try to detect refresh rate
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SDL_GL_SetSwapInterval(1);
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@@ -1916,10 +1925,10 @@ index 25c9f06..a6461ae 100644
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printf("determined swap interval: %d\n", vblanks);
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SDL_GL_SetSwapInterval(vblanks);
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diff --git a/src/pc/pc_main.c b/src/pc/pc_main.c
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index ed6ee74..63679ad 100644
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index a3c9817..8c61830 100644
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--- a/src/pc/pc_main.c
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+++ b/src/pc/pc_main.c
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@@ -83,6 +83,25 @@ void send_display_list(struct SPTask *spTask) {
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@@ -84,6 +84,25 @@ void send_display_list(struct SPTask *spTask) {
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#define SAMPLES_LOW 528
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#endif
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@@ -1945,7 +1954,7 @@ index ed6ee74..63679ad 100644
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void produce_one_frame(void) {
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gfx_start_frame();
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@@ -110,6 +129,11 @@ void produce_one_frame(void) {
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@@ -111,6 +130,11 @@ void produce_one_frame(void) {
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audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
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gfx_end_frame();
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