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Remove old debug timing code (#540)
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@@ -592,28 +592,6 @@ void VideoRedrawScreen (void)
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//===========================================================================
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// NB. Can get "big" 1000+ms times: these occur during disk loading when the emulator is at full-speed.
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//#define DEBUG_REFRESH_TIMINGS
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#if defined(_DEBUG) && defined(DEBUG_REFRESH_TIMINGS)
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static void DebugRefresh(char uDebugFlag)
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{
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static DWORD uLastRefreshTime = 0;
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const DWORD dwEmuTime_ms = CpuGetEmulationTime_ms();
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const DWORD uTimeBetweenRefreshes = uLastRefreshTime ? dwEmuTime_ms - uLastRefreshTime : 0;
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uLastRefreshTime = dwEmuTime_ms;
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if (!uTimeBetweenRefreshes)
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return; // 1st time in func
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char szStr[100];
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sprintf(szStr, "Time between refreshes = %d ms %c\n", uTimeBetweenRefreshes, (uDebugFlag==0)?' ':uDebugFlag);
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OutputDebugString(szStr);
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}
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#endif
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// TC: Hacky-fix for GH#341 - better to draw to the correct position in the framebuffer to start with! (in NTSC.cpp)
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static void VideoFrameBufferAdjust(int& xSrc, int& ySrc, bool bInvertY=false)
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{
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@@ -641,10 +619,6 @@ static void VideoFrameBufferAdjust(int& xSrc, int& ySrc, bool bInvertY=false)
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void VideoRefreshScreen ( uint32_t uRedrawWholeScreenVideoMode /* =0*/, bool bRedrawWholeScreen /* =false*/ )
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{
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#if defined(_DEBUG) && defined(DEBUG_REFRESH_TIMINGS)
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DebugRefresh(0);
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#endif
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if (bRedrawWholeScreen || g_nAppMode == MODE_PAUSED)
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{
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// uVideoModeForWholeScreen set if:
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