Fix an infinite loop that can occur in some builds#256
Fix an infinite loop that can occur in some builds#256
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| // NOTE: If other platforms do V-Sync asynchronously, we may need to incorporate this wait. | ||
| #if PLATFORM_GBA |
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I'm not sure about this, why not just remove DISPSTAT_VBLANK in your implementation after vblank?
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Simplified it a bit.
I just think it's better not to have an if in there that is always false, except for GBA (and maybe like DS if we ever port it to that).
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But like, what I mean is all you have to do is REG_DISPSTAT &= ~DISPSTAT_VBLANK in your VBlankIntrWait implementation and then this check wouldn't cause issues?
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But it shouldn't have to happen in the first place.
Kept in, it'll just be an unnecessary check that happens every frame for literally no reason. 😅
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I'm looking at the code and I'm very confused how DISPSTAT_VBLANK is ever set on REG_DISPSTAT in the opengl backend?
I understand that his this is a possible solution to the issue, but it's not the root cause. I don't believe removing this check should be necessary since it works when software rendering
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