changed hw_lcd to use ARM core correct tick counter instead of [what was actually] just an instruction count. this seems to fix timing issues with the 3DS_Homebrew_Pong3Dv2 demo.
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3 changed files with 48 additions and 8 deletions
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@ -28,7 +28,7 @@
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namespace LCD {
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static const u32 kFrameTicks = 268123480 / 30; // 268MHz / 30 frames per second
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static const u32 kFrameTicks = 268123480 / 60; ///< 268MHz / 60 frames per second
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u64 g_last_ticks = 0; ///< Last CPU ticks
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@ -42,7 +42,7 @@ inline void Write(u32 addr, const T data) {
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/// Update hardware
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void Update() {
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u64 current_ticks = Core::g_app_core->ticks();
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u64 current_ticks = Core::g_app_core->GetTicks();
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if ((current_ticks - g_last_ticks) >= kFrameTicks) {
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g_last_ticks = current_ticks;
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@ -52,7 +52,7 @@ void Update() {
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/// Initialize hardware
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void Init() {
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g_last_ticks = Core::g_app_core->ticks();
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g_last_ticks = Core::g_app_core->GetTicks();
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NOTICE_LOG(LCD, "LCD initialized OK");
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}
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