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ci: fix windows and android builds (hopefully)
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@@ -57,12 +57,6 @@ jobs:
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- uses: docker/setup-buildx-action@v3
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# Every image's Docker build is slow to produce from scratch (buildroot images
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# compile a full embedded Linux; others pull large cross toolchains), so
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# BuildKit imports a layer cache published to GHCR (seeded from a host as
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# documented in docker/README.md). On a cache hit the expensive layers are reused,
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# not re-executed. A Dockerfile/context edit is a natural cache miss, so PRs
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# still build and test the change.
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- name: Log in to GHCR
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uses: docker/login-action@v3
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with:
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@@ -87,8 +81,6 @@ jobs:
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tags: vanilla-${{ matrix.platform.os }}-${{ matrix.platform.arch }}
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load: true
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cache-from: type=registry,ref=${{ steps.cache.outputs.ref }}
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# Refresh the shared cache only when publishing from master on the canonical
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# repo; PRs (including forks) read the cache but never write it.
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cache-to: ${{ (github.event_name == 'push' && github.ref == 'refs/heads/master' && github.repository == 'vanilla-wiiu/vanilla') && format('type=registry,ref={0},mode=max', steps.cache.outputs.ref) || '' }}
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- name: Run Docker container
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@@ -774,7 +774,7 @@ static AVPacket *vpi_decode_get_next_packet(vpi_decode_state_t *s, int wait)
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// Otherwise, only wait for a short time before checking
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struct timespec deadline;
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timespec_get(&deadline, TIME_UTC);
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clock_gettime(CLOCK_REALTIME, &deadline);
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deadline.tv_nsec += VPI_DECODE_POLL_US * 1000;
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if (deadline.tv_nsec >= 1000000000) {
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deadline.tv_sec++;
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+1
-1
@@ -2127,7 +2127,7 @@ int vui_update_sdl(vui_context_t *vui)
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Uint32 wait_ms = target - frame_delta;
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if (vui->game_mode) {
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struct timespec deadline;
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timespec_get(&deadline, TIME_UTC);
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clock_gettime(CLOCK_REALTIME, &deadline);
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deadline.tv_nsec += (long) wait_ms * 1000000;
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if (deadline.tv_nsec >= 1000000000) {
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deadline.tv_sec++;
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