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Fix sceCtrl buffer update timing drift.
Spotted by xsacha. Only when not using vblank timing (most commonly used by games.)
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1 changed files with 1 additions and 1 deletions
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@ -289,7 +289,7 @@ void __CtrlTimerUpdate(u64 userdata, int cyclesLate)
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// This only runs in timer mode (ctrlCycle > 0.)
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_dbg_assert_msg_(SCECTRL, ctrlCycle > 0, "Ctrl: sampling cycle should be > 0");
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CoreTiming::ScheduleEvent(usToCycles(ctrlCycle), ctrlTimer, 0);
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CoreTiming::ScheduleEvent(usToCycles(ctrlCycle) - cyclesLate, ctrlTimer, 0);
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__CtrlDoSample();
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}
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