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* Imagine: Add FrameTimeSource into FrameParams * Imagine: Don't implicitly call setNeedsDraw() in Window::dispatchOnFrame() * EmuFramework: Move all frame timing logic into EmuSystemTask's thread and update it to check if the previous frame was presented before starting a new frame * EmuFramework: Cap frame skip to 4 if the previous frame is falling behind to prevent accumulation of late frames * EmuFramework: Re-implement fast/slow mode using a variable frame rate, allowing for refresh rate switching when speeding up * EmuFramework: Use single-buffered textures since only one frame is ever rendering * EmuFramework: Add EmuSystem::addThreadGroupIds() to add emulator system threads for CPU affinity/performance hint management * C64.emu: Add the emulation thread id to the thread group
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Robert Broglia
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Jan 25, 2024
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