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Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -660,13 +660,13 @@ void Callback_VideoCopiedToXFB(bool video_update)
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double wait_frametime = (1000.0 / VideoInterface::TargetRefreshRate);
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if (Timer.GetTimeDifference() >= wait_frametime * frames)
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no_framelimit=Timer.GetTimeDifference();
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no_framelimit = (u32)Timer.GetTimeDifference();
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while (Timer.GetTimeDifference() < wait_frametime * videoupd)
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{
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// TODO : This is wrong, the sleep shouldn't be there but rather in cputhread
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// as it's not based on the fps but on the refresh rate...
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if (no_framelimit==0)
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if (no_framelimit == 0)
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Common::SleepCurrentThread(1);
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}
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}
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