update 60fps patch
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23db57517b
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5a399494ee
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@ -1890,24 +1890,28 @@ index 0467495..fa4eb33 100644
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using namespace Microsoft::WRL; // For ComPtr
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diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c
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index aef2978..ff53b27 100644
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index 25c9f06..a6461ae 100644
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--- a/src/pc/gfx/gfx_sdl2.c
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+++ b/src/pc/gfx/gfx_sdl2.c
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@@ -53,7 +53,7 @@ static void (*kb_all_keys_up)(void) = NULL;
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// whether to use timer for frame control
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static bool use_timer = true;
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// time between consequtive game frames
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-static const Uint32 frame_time = 1000 / FRAMERATE;
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+static const Uint32 frame_time = 1000 / (2 * FRAMERATE);
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static Uint32 frame_start = 0;
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-static const int frame_time = 1000 / FRAMERATE;
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+static const int frame_time = 1000 / (2 * FRAMERATE);
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const SDL_Scancode windows_scancode_table[] = {
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@@ -142,7 +142,7 @@ static inline void gfx_sdl_set_vsync(int mode) {
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if (mode > 1) {
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/* 0 1 2 3 4 5 6 7 */
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@@ -142,7 +142,11 @@ static inline void gfx_sdl_set_vsync(const bool enabled) {
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if (enabled) {
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// try to detect refresh rate
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SDL_GL_SetSwapInterval(1);
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- const int vblanks = test_vsync();
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+ const int vblanks = test_vsync() / 2;
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+ int vblanks = test_vsync();
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+ if (vblanks & 1)
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+ vblanks = 0; // not divisible by 60, fuck that
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+ else
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+ vblanks /= 2;
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if (vblanks) {
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printf("determined swap interval: %d\n", vblanks);
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SDL_GL_SetSwapInterval(vblanks);
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