Bring back global lithium pools
why? cause sorting around the global driver pool would basically use more cpu power then just copy data sequences into the right order And sorting data references costs 0 performance at all
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@@ -217,6 +217,7 @@ int main(int argc, char** argv) {
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PD::TT::Beg("MainRaw");
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PD::Hid::Update();
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PD::Gfx::NewFrame();
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PD::Li::ResetPools();
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// app.Update(pOs->GetViewport(), pList);
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pList.SetFontscale(0.7);
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if (PD::Hid::IsEvent(PD::Hid::Event::Down, PD::Hid::Gamepad::CPLeft |
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@@ -297,7 +298,6 @@ int main(int argc, char** argv) {
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"#ff00ff");
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}
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pList.SetFont(&font);
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#ifndef __3DS__
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PD::TT::Beg("BuildUI7Menus");
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if (auto m = ui7.BeginMenu("Test")) {
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m->Label("Hello World!");
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@@ -318,11 +318,10 @@ int main(int argc, char** argv) {
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PD::TT::Beg("UI7::Context::Update");
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ui7.Update();
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PD::TT::End("UI7::Context::Update");
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#endif
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PD::Gfx::Reset();
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PD::TT::Beg("PD::Gfx::Draw");
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PD::Gfx::Draw(pList);
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PD::Gfx::Draw(ui7.GetDrawData());
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PD::Gfx::Draw(pList);
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PD::TT::End("PD::Gfx::Draw");
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pList.Clear();
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PD::TT::End("MainRaw");
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@@ -33,7 +33,7 @@ void HorizonCtr::Init() {
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romfsInit();
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osSetSpeedupEnable(true);
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gfxInitDefault();
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consoleInit(GFX_BOTTOM, nullptr);
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// consoleInit(GFX_BOTTOM, nullptr);
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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impl->Top =
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C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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@@ -63,12 +63,12 @@ bool HorizonCtr::Mainloop() {
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pViewPort = ivec2(400, 240);
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hidScanInput();
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bool _kill = hidKeysUp() & KEY_START;
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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return aptMainLoop() && !_kill;
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}
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void HorizonCtr::ClearViewPort() {
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PD::Gfx::SetViewPort(pViewPort);
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_FrameDrawOn(impl->Top);
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C3D_RenderTargetClear(impl->Top, C3D_CLEAR_ALL, PD::Color(25, 25, 25, 25), 0);
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}
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