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Fix falling back to the old timing, also show audio timing in the frame timing overlay
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@@ -646,7 +646,7 @@ void __DisplayFlip(int cyclesLate) {
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int frameSkipNum;
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// If the ideal case, use the new timing path.
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g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip;
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g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip && throttle;
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if (g_frameTiming.usePresentTiming) {
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if (Core_NextFrame()) {
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@@ -657,11 +657,12 @@ void __DisplayFlip(int cyclesLate) {
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goto finishUp;
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} else {
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// This should only happen if we're stepping in the debugger.
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// Go to the old path.
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g_frameTiming.usePresentTiming = false;
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// Fall through to the old path.
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}
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}
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g_frameTiming.DontUse();
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// Setting CORE_NEXTFRAME (which Core_NextFrame does) causes a swap.
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if (fbReallyDirty || noRecentFlip || postEffectRequiresFlip) {
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// Check first though, might've just quit / been paused.
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