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https://github.com/libretro/RetroArch
synced 2025-04-02 07:20:34 +00:00
(Apple) Refactor do_iteration
This commit is contained in:
parent
e86efd320c
commit
1a62614c78
@ -30,6 +30,14 @@
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//#define DEBUG_RUNLOOP
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//#define DEBUG_RUNLOOP
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#ifdef DEBUG_RUNLOOP
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#include "../../retroarch_logger.h"
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#define CF_LOG(...) RARCH_LOG(__VA_ARGS__)
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#else
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#define CF_LOG(...)
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#endif
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void apple_start_iteration(void);
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void apple_start_iteration(void);
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void apple_stop_iteration(void);
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void apple_stop_iteration(void);
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@ -48,101 +56,95 @@ static int do_ra_iteration(void)
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static void do_iteration(CFRunLoopObserverRef observer, CFRunLoopActivity activity,
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static void do_iteration(CFRunLoopObserverRef observer, CFRunLoopActivity activity,
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void *info)
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void *info)
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{
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{
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#ifdef DEBUG_RUNLOOP
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switch (activity)
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if (activity & kCFRunLoopEntry)
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{
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{
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RARCH_LOG("RUNLOOP ENTRY, frame: %d.\n", g_runloop.frames.video.count);
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case kCFRunLoopEntry:
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CF_LOG("RUNLOOP ENTRY, frame: %d.\n", g_runloop.frames.video.count);
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break;
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case kCFRunLoopBeforeTimers:
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CF_LOG("RUNLOOP BEFORE TIMERS, frame: %d.\n", g_runloop.frames.video.count);
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break;
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case kCFRunLoopAfterWaiting:
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CF_LOG("RUNLOOP AFTER WAITING, frame: %d.\n", g_runloop.frames.video.count);
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break;
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case kCFRunLoopBeforeWaiting:
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{
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CF_LOG("RUNLOOP BEFORE WAITING, frame: %d.\n", g_runloop.frames.video.count);
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int ret = do_ra_iteration();
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if (ret == -1)
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return;
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CFRunLoopWakeUp(CFRunLoopGetMain());
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/* TODO/FIXME
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I am almost positive that this is not necessary and is actually a
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bad thing.
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1st. Why it is bad thing.
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This wakes up the main event loop immediately and the main loop
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has only one observer, which is this function. In other words,
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this causes the function to be called immediately. I did an
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experiment where I saved the time before calling this and then
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reported the difference between it and the start of
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do_iteration, and as expected it was about 0. As a result, when
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we remove this, idle performance (i.e. displaying the RetroArch
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menu) is 0% CPU as desired.
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2nd. Why it is not necessary.
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The event loop will wake up itself when there is input to the
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process. This includes touch events, keyboard, bluetooth,
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etc. Thus, it will be woken up and without any intervention so
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that we can process that event.
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Nota bene. Why this analysis might be wrong (and what to do about it).
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If RA is not idle and is running a core, then I believe it is
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designed to expect to be called in a busy loop like this because
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it implements its own frame timer to ensure that the emulation
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simulation isn't too fast. In that case, this change would only
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allow emulation to run when there was input, which would make
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all games turn-based. :)
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There are two good ways to fix this and still have the desired
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0% CPU idle behavior.
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Approach 1: Change main_entry_decide from returning a boolean
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(two-values) that are interpreted as CONTINUE and QUIT. Into
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returning a char-sized enum with three values that are
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interpreted as QUIT, WAIT, and AGAIN, such that QUIT calls
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main_exit, WAIT doesn't wake up the loop, and AGAIN does. It
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would then return AGAIN when a core was active. An ugly way to
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get the same effect is to look have this code just look at
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g_runloop.is_menu and use the WAIT behavior in that case.
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Approach 2: Instead of signalling outside of RA whether a core
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is running, instead externalize the frame time that is inside
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retroarch. change main_entry_decide to return a value in
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[-1,MAX_INT] where -1 is interpreted as QUIT, [0,MAX_INT) is
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interpreted as the amount of time to wait until continuing, and
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MAX_INT is interpreted as WAIT. This could be more robust
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because we'd be exposing the scheduling behavior of RA to iOS,
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which might be good in other platforms as well.
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Approach 1 is the simplest and essentially just pushes down
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these requirements to rarch_main_iterate. I have gone with the
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"ugly way" first because it is the most expedient and
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safe. Other eyeballs should decide if it isn't necessary.
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*/
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}
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break;
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case kCFRunLoopBeforeSources:
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CF_LOG("RUNLOOP BEFORE SOURCES, frame: %d\n.", g_runloop.frames.video.count);
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break;
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case kCFRunLoopExit:
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CF_LOG("RUNLOOP EXIT, frame: %d.\n", g_runloop.frames.video.count);
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break;
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case kCFRunLoopAllActivities:
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CF_LOG("RUNLOOP ALL ACTIVITIES, frame: %d.\n", g_runloop.frames.video.count);
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break;
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}
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}
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if (activity & kCFRunLoopBeforeTimers)
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{
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RARCH_LOG("RUNLOOP BEFORE TIMERS, frame: %d.\n", g_runloop.frames.video.count);
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}
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if (activity & kCFRunLoopAfterWaiting)
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{
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RARCH_LOG("RUNLOOP AFTER WAITING, frame: %d.\n", g_runloop.frames.video.count);
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}
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if (activity & kCFRunLoopBeforeSources)
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{
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RARCH_LOG("RUNLOOP BEFORE SOURCES, frame: %d\n.", g_runloop.frames.video.count);
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}
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if (activity & kCFRunLoopExit)
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{
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RARCH_LOG("RUNLOOP EXIT, frame: %d.\n", g_runloop.frames.video.count);
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}
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if (activity & kCFRunLoopAllActivities)
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{
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RARCH_LOG("RUNLOOP ALL ACTIVITIES, frame: %d.\n", g_runloop.frames.video.count);
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}
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if (activity & kCFRunLoopBeforeWaiting)
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#endif
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{
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#ifdef DEBUG_RUNLOOP
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RARCH_LOG("RUNLOOP BEFORE WAITING, frame: %d.\n", g_runloop.frames.video.count);
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#endif
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int ret = do_ra_iteration();
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if (ret == -1)
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return;
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CFRunLoopWakeUp(CFRunLoopGetMain());
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}
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/* TODO/FIXME
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I am almost positive that this is not necessary and is actually a
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bad thing.
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1st. Why it is bad thing.
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This wakes up the main event loop immediately and the main loop
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has only one observer, which is this function. In other words,
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this causes the function to be called immediately. I did an
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experiment where I saved the time before calling this and then
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reported the difference between it and the start of
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do_iteration, and as expected it was about 0. As a result, when
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we remove this, idle performance (i.e. displaying the RetroArch
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menu) is 0% CPU as desired.
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2nd. Why it is not necessary.
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The event loop will wake up itself when there is input to the
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process. This includes touch events, keyboard, bluetooth,
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etc. Thus, it will be woken up and without any intervention so
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that we can process that event.
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Nota bene. Why this analysis might be wrong (and what to do about it).
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If RA is not idle and is running a core, then I believe it is
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designed to expect to be called in a busy loop like this because
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it implements its own frame timer to ensure that the emulation
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simulation isn't too fast. In that case, this change would only
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allow emulation to run when there was input, which would make
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all games turn-based. :)
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There are two good ways to fix this and still have the desired
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0% CPU idle behavior.
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Approach 1: Change main_entry_decide from returning a boolean
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(two-values) that are interpreted as CONTINUE and QUIT. Into
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returning a char-sized enum with three values that are
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interpreted as QUIT, WAIT, and AGAIN, such that QUIT calls
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main_exit, WAIT doesn't wake up the loop, and AGAIN does. It
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would then return AGAIN when a core was active. An ugly way to
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get the same effect is to look have this code just look at
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g_runloop.is_menu and use the WAIT behavior in that case.
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Approach 2: Instead of signalling outside of RA whether a core
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is running, instead externalize the frame time that is inside
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retroarch. change main_entry_decide to return a value in
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[-1,MAX_INT] where -1 is interpreted as QUIT, [0,MAX_INT) is
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interpreted as the amount of time to wait until continuing, and
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MAX_INT is interpreted as WAIT. This could be more robust
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because we'd be exposing the scheduling behavior of RA to iOS,
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which might be good in other platforms as well.
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Approach 1 is the simplest and essentially just pushes down
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these requirements to rarch_main_iterate. I have gone with the
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"ugly way" first because it is the most expedient and
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safe. Other eyeballs should decide if it isn't necessary.
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*/
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}
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}
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void apple_start_iteration(void)
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void apple_start_iteration(void)
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