Add C3D_VideoSync()
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@ -206,9 +206,8 @@ int main()
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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{
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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C3D_VideoSync();
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput();
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hidScanInput(); // Read the user input
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// Respond to user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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@ -231,9 +230,6 @@ int main()
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_RIGHT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufClear(&rb);
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C3D_RenderBufClear(&rb);
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}
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}
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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//gfxFlushBuffers();
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}
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}
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// Deinitialize the scene
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// Deinitialize the scene
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@ -163,8 +163,7 @@ int main()
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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{
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{
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gspWaitForVBlank();
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C3D_VideoSync();
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gfxSwapBuffersGpu();
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hidScanInput();
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hidScanInput();
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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@ -88,9 +88,8 @@ int main()
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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{
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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C3D_VideoSync();
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput();
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hidScanInput(); // Read the user input
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// Respond to user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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@ -102,9 +101,6 @@ int main()
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C3D_Flush();
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C3D_Flush();
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufClear(&rb);
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C3D_RenderBufClear(&rb);
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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gfxFlushBuffers();
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}
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}
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// Deinitialize the scene
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// Deinitialize the scene
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@ -106,9 +106,8 @@ int main()
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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{
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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C3D_VideoSync();
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput();
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hidScanInput(); // Read the user input
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// Respond to user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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@ -120,9 +119,6 @@ int main()
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C3D_Flush();
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C3D_Flush();
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufClear(&rb);
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C3D_RenderBufClear(&rb);
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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gfxFlushBuffers();
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}
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}
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// Deinitialize the scene
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// Deinitialize the scene
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@ -204,9 +204,8 @@ int main()
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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{
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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C3D_VideoSync();
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput();
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hidScanInput(); // Read the user input
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// Respond to user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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u32 kDown = hidKeysDown();
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@ -218,9 +217,6 @@ int main()
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C3D_Flush();
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C3D_Flush();
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufClear(&rb);
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C3D_RenderBufClear(&rb);
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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gfxFlushBuffers();
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}
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}
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// Deinitialize the scene
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// Deinitialize the scene
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@ -37,6 +37,12 @@ static inline void C3D_Flush(void)
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C3D_FlushAwait();
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C3D_FlushAwait();
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}
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}
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static inline void C3D_VideoSync(void)
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{
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gspWaitForEvent(GSPGPU_EVENT_VBlank0, false);
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gfxSwapBuffersGpu();
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}
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// Fixed vertex attributes
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// Fixed vertex attributes
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C3D_FVec* C3D_FixedAttribGetWritePtr(int id);
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C3D_FVec* C3D_FixedAttribGetWritePtr(int id);
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