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Fix an infinite loop that can occur in some builds #256
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JaceCear
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I'm not sure about this, why not just remove
DISPSTAT_VBLANKin your implementation after vblank?There was a problem hiding this comment.
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Simplified it a bit.
I just think it's better not to have an
ifin there that is always false, except for GBA (and maybe like DS if we ever port it to that).There was a problem hiding this comment.
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But like, what I mean is all you have to do is
REG_DISPSTAT &= ~DISPSTAT_VBLANKin yourVBlankIntrWaitimplementation and then this check wouldn't cause issues?There was a problem hiding this comment.
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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_VBLANKis ever set onREG_DISPSTATin 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