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swap_control_tear doesn't seem to work out for our timing or something. Let's do regular vsync.
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@ -468,7 +468,9 @@ void GLES_GPU::BeginFrameInternal() {
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if ((PSP_CoreParameter().unthrottle) || (PSP_CoreParameter().fpsLimit == 1))
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desiredVSyncInterval = 0;
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if (desiredVSyncInterval != lastVsync_) {
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if (gl_extensions.EXT_swap_control_tear) {
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// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
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// so it just keeps tearing. Not what I hoped for...
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if (false && gl_extensions.EXT_swap_control_tear) {
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// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
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glstate.SetVSyncInterval(-desiredVSyncInterval);
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} else {
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@ -19,12 +19,6 @@ static bool enableGLDebug = false;
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#pragma optimize("", off)
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void GL_SetVSyncInterval(int interval=1)
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{
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if( wglSwapIntervalEXT )
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wglSwapIntervalEXT(interval);
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}
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void GL_Resized() {
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if (!hWnd)
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return;
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@ -197,7 +191,8 @@ bool GL_Init(HWND window, std::string *error_message) {
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glstate.Initialize();
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CheckGLExtensions();
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GL_SetVSyncInterval(0);
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if( wglSwapIntervalEXT )
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wglSwapIntervalEXT(0);
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if (enableGLDebug && glewIsSupported("GL_ARB_debug_output")) {
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glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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