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SDL: Remove unnecessary sleeps in the SDLMain loop (we now handle it in NativeFrame)
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437dbe4989
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@ -675,17 +675,7 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext) {
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NativeInitGraphics(graphicsContext);
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while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
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double startTime = time_now_d();
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UpdateRunLoop(graphicsContext);
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// Simple throttling to not burn the GPU in the menu.
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if (GetUIState() != UISTATE_INGAME || !PSP_IsInited()) {
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double diffTime = time_now_d() - startTime;
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int sleepTime = (int)(1000.0 / 60.0) - (int)(diffTime * 1000.0);
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if (sleepTime > 0)
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sleep_ms(sleepTime);
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}
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}
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emuThreadState = (int)EmuThreadState::STOPPED;
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graphicsContext->StopThread();
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@ -1176,7 +1176,12 @@ void NativeFrame(GraphicsContext *graphicsContext) {
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graphicsContext->Poll();
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}
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SendMouseDeltaAxis();
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if (!(renderFlags & ScreenRenderFlags::HANDLED_THROTTLING)) {
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// TODO: We should ideally mix this with game audio.
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g_BackgroundAudio.Play();
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float refreshRate = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
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// Simple throttling to not burn the GPU in the menu.
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// TODO: This should move into NativeFrame. Also, it's only necessary in MAILBOX or IMMEDIATE presentation modes.
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@ -1184,12 +1189,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {
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int sleepTime = (int)(1000.0 / refreshRate) - (int)(diffTime * 1000.0);
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if (sleepTime > 0)
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sleep_ms(sleepTime);
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// TODO: We should ideally mix this with game audio.
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g_BackgroundAudio.Play();
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}
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SendMouseDeltaAxis();
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}
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bool HandleGlobalMessage(UIMessage message, const std::string &value) {
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