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padscore: Invoke sampling callbacks every 5ms
This fixes high input latency in games like Pokemon Rumble U which update input via the sampling callbacks
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@ -746,7 +746,8 @@ namespace padscore
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// call sampling callback
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// call sampling callback
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for (auto i = 0; i < InputManager::kMaxWPADControllers; ++i)
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for (auto i = 0; i < InputManager::kMaxWPADControllers; ++i)
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{
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{
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if (g_padscore.controller_data[i].sampling_callback) {
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if (g_padscore.controller_data[i].sampling_callback)
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{
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if (const auto controller = instance.get_wpad_controller(i))
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if (const auto controller = instance.get_wpad_controller(i))
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{
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{
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cemuLog_log(LogType::InputAPI, "Calling WPADsamplingCallback({})", i);
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cemuLog_log(LogType::InputAPI, "Calling WPADsamplingCallback({})", i);
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@ -761,7 +762,7 @@ namespace padscore
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{
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{
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OSCreateAlarm(&g_padscore.alarm);
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OSCreateAlarm(&g_padscore.alarm);
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const uint64 start_tick = coreinit::coreinit_getOSTime();
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const uint64 start_tick = coreinit::coreinit_getOSTime();
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const uint64 period_tick = coreinit::EspressoTime::GetTimerClock(); // once a second
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const uint64 period_tick = coreinit::EspressoTime::GetTimerClock() / 200; // every 5ms
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MPTR handler = PPCInterpreter_makeCallableExportDepr(TickFunction);
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MPTR handler = PPCInterpreter_makeCallableExportDepr(TickFunction);
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OSSetPeriodicAlarm(&g_padscore.alarm, start_tick, period_tick, handler);
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OSSetPeriodicAlarm(&g_padscore.alarm, start_tick, period_tick, handler);
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}
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}
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