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Minor cleanup
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@ -143,7 +143,7 @@ if(IOS_APP_STORE)
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set(CMAKE_XCODE_SCHEME_ENABLE_GPU_API_VALIDATION FALSE)
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set(CMAKE_XCODE_SCHEME_ENABLE_GPU_FRAME_CAPTURE_MODE DISABLED)
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message("iOS App Store build")
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else()
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elseif(IOS)
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message("iOS sideload build")
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endif()
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@ -197,7 +197,7 @@ bool MpegDemux::demux(int audioChannel)
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while (m_index < m_readSize && !needMore)
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{
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// Search for start code
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int startCode = 0xFF;
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u32 startCode = 0xFF;
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while ((startCode & PACKET_START_CODE_MASK) != PACKET_START_CODE_PREFIX && !isEOF()) {
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startCode = (startCode << 8) | read8();
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}
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@ -21,3 +21,7 @@ Works fine on WSL2 with OpenGL, at least. For more notes, see https://www.ppsspp
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Running with valgrind
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=====================
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Here's an example where we both use suppressions, and generate new ones (that you can then take from suppressions.log and simplify and copy to valgrind-wsl2.supp):
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> valgrind --suppressions=SDL/valgrind-wsl2.supp --gen-suppressions=all --log-file=suppressions.log build/PPSSPPSDL
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