Add a better FPS limiter
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@@ -42,8 +42,5 @@ scale_component = true
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# enabling this component is not recommended for most users.
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debug_component = false
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# enables the ability to set a cap on the framerate by setting FPS.Limit in config.ini
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fps_limiter = true
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# allows the usage of hold transfer
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target_inspector = true
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@@ -40,7 +40,7 @@ Enhanced_Stage_Manager=0
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Enhanced_Stage_Manager_Encore=1
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[Graphics]
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#FPS Limiter requires "fps_limiter" component to be enabled in "components.ini"
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# Set to -1 to unlock the frame rate.
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FPS.Limit=60
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# Temporal Anti-Aliasing
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TAA=1
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@@ -166,7 +166,7 @@ ConfigOptionBase* optionsArray[] = {
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new DropdownOption(L"status_icons", PATCHES_SECTION, CONFIG_FILE, L"Status Icons:", L"Set the state of card reader and network status icons.", 3, std::vector<LPCWSTR>({ L"Default", L"Hidden", L"Error", L"OK", L"Partial OK" })),
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new NumericOption(L"FPS.Limit", GRAPHICS_SECTION, CONFIG_FILE, L"FPS Limit:", L"Using the FPS limit requires the \"FPS Limiter\" component to be enabled.", 60, 0, INT_MAX),
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new NumericOption(L"FPS.Limit", GRAPHICS_SECTION, CONFIG_FILE, L"FPS Limit:", L"Allows you to set a frame rate cap. Set to -1 to unlock the frame rate.", 60, -1, INT_MAX),
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new StringOption(L"command_line", LAUNCHER_SECTION, CONFIG_FILE, L"Command Line:", L"Allows setting command line parameters for the game when using the launcher.\nDisabling the launcher will bypass this.", L"", false),
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};
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@@ -213,8 +213,6 @@ ConfigOptionBase* componentsArray[] = {
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new BooleanOption(L"debug_component", COMPONENTS_SECTION, COMPONENTS_FILE, L"Debug Component", L"Allows for changing game state (F4-F8 keys), using dev GUI and tests, and speeding up 2d animations/menus (hold SHIFT+TAB).", false, true),
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new BooleanOption(L"fps_limiter", COMPONENTS_SECTION, COMPONENTS_FILE, L"FPS Limiter", L"Lets you set a framerate cap. The value of the limit is in the options tab.", false, true),
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new BooleanOption(L"target_inspector", COMPONENTS_SECTION, COMPONENTS_FILE, L"Target Inspector", L"Enables hold transfers.", false, true),
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};
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@@ -7,6 +7,10 @@
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#include <windows.h>
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#include <iostream>
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#include <chrono>
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using namespace std::chrono;
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int hookedCreateWindow(const char* title, void(__cdecl* exit_function)(int))
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{
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SetProcessDPIAware();
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@@ -91,6 +95,21 @@ __int64 hookedParseParameters(int a1, __int64* a2)
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return divaParseParameters(a1, a2);
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}
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time_point<high_resolution_clock> nextUpdate;
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microseconds expectedFrameDuration(1000000 / nFpsLimit);
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__int64 __fastcall hookedEngineUpdate(__int64 a1)
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{
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if (high_resolution_clock::now() < nextUpdate)
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return 0;
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const auto result = divaEngineUpdate(a1);
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nextUpdate = high_resolution_clock::now() + expectedFrameDuration;
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return result;
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}
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BOOL APIENTRY DllMain(HMODULE hModule,
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DWORD ul_reason_for_call,
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@@ -109,6 +128,14 @@ BOOL APIENTRY DllMain(HMODULE hModule,
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DetourUpdateThread(GetCurrentThread());
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DetourAttach(&(PVOID&)divaParseParameters, hookedParseParameters);
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DetourTransactionCommit();
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if (nFpsLimit > 0)
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{
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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DetourAttach(&(PVOID&)divaEngineUpdate, hookedEngineUpdate);
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DetourTransactionCommit();
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}
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}
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return TRUE;
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}
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@@ -7,6 +7,7 @@
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static int(__cdecl* divaCreateWindow)(const char* title, void(__cdecl* exitfunc)(int)) = (int(__cdecl*)(const char* title, void(__cdecl * exitfunc)(int)))0x140194D00;
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__int64 (__fastcall* divaParseParameters)(int a1, __int64* a2) = (__int64(__fastcall*)(int a1, __int64* a2))0x140193630;
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__int64(__fastcall* divaEngineUpdate)(__int64 a1) = (__int64(__fastcall*)(__int64 a1))0x140194D20;
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uint8_t* fullScreenFlag = (uint8_t*)0x140EDA5D1;
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DWORD* resolutionType = (DWORD*)0x140EDA5D4;
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@@ -34,6 +35,8 @@ int nIntResHeight = GetPrivateProfileIntW(L"resolution", L"r.height", 720, CONFI
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int nBitDepth = GetPrivateProfileIntW(L"resolution", L"bitdepth", 32, CONFIG_FILE);
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int nRefreshRate = GetPrivateProfileIntW(L"resolution", L"refreshrate", 60, CONFIG_FILE);
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int nFpsLimit = GetPrivateProfileIntW(L"graphics", L"fps.limit", 60, CONFIG_FILE);
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// used to trick Optimus into switching to the NVIDIA GPU
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HMODULE nvcudaModule = LoadLibraryW(L"nvcuda.dll");
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// cuInit actually returns a CUresult, but we don't really care about it
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@@ -12,7 +12,6 @@
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#include "CameraController.h"
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#include "DebugComponent.h"
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#include "ScaleComponent.h"
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#include "FPSLimiter.h"
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#include "GameTargets/TargetInspector.h"
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using ConfigFile = TLAC::FileSystem::ConfigFile;
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@@ -42,7 +41,6 @@ namespace TLAC::Components
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new FrameRateManager(),
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new FastLoader(),
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new ScaleComponent(),
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new FPSLimiter(),
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new StageManager(),
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new CameraController(),
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new DebugComponent(),
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@@ -1,67 +0,0 @@
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#include "FPSLimiter.h"
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#include <Windows.h>
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#include <chrono>
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#include <thread>
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#include <cmath>
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#include <cstdio>
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#include <tchar.h>
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using dsec = std::chrono::duration<double>;
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using seconds = std::chrono::seconds;
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// this is pretty much just lybxlpsv's limiter, but removed from GLComponent
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namespace TLAC::Components
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{
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using namespace std::chrono;
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static std::chrono::time_point mBeginFrame = system_clock::now();
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static std::chrono::time_point prevTimeInSeconds = time_point_cast<seconds>(mBeginFrame);
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const LPCTSTR config_file_name = _T(".\\config.ini");
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int fpsLimit = GetPrivateProfileIntW(L"graphics", L"fps.limit", 0, config_file_name);
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FPSLimiter::FPSLimiter()
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{
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}
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FPSLimiter::~FPSLimiter()
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{
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}
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const char* FPSLimiter::GetDisplayName()
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{
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return "fps_limiter";
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}
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void FPSLimiter::Initialize(ComponentsManager* manager)
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{
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mBeginFrame = std::chrono::system_clock::now();
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prevTimeInSeconds = std::chrono::time_point_cast<seconds>(mBeginFrame);
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frameCountPerSecond = 0;
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if(fpsLimit != 0)
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printf("FPSLimiter fpsLimit: %d\n", fpsLimit);
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}
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// I assume this gets called once per frame... if not this won't work
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void FPSLimiter::Update()
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{
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auto invFpsLimit = round<std::chrono::system_clock::duration>(dsec{ 1. / fpsLimit });
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auto mEndFrame = mBeginFrame + invFpsLimit;
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auto timeInSeconds = std::chrono::time_point_cast<seconds>(std::chrono::system_clock::now());
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++frameCountPerSecond;
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if (timeInSeconds > prevTimeInSeconds)
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{
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//printf("FPSLimiter::Update(): FPS: %d\n", frameCountPerSecond);
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frameCountPerSecond = 0;
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prevTimeInSeconds = timeInSeconds;
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}
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// This part keeps the frame rate.
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if (fpsLimit > 19) // not sure why lyb used 19 here
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std::this_thread::sleep_until(mEndFrame);
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mBeginFrame = mEndFrame;
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mEndFrame = mBeginFrame + invFpsLimit;
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}
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}
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@@ -1,23 +0,0 @@
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#pragma once
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#include "EmulatorComponent.h"
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#include <chrono>
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using seconds = std::chrono::seconds;
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namespace TLAC::Components
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{
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class FPSLimiter : public EmulatorComponent
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{
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public:
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FPSLimiter();
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~FPSLimiter();
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virtual const char* GetDisplayName() override;
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virtual void Initialize(ComponentsManager*) override;
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virtual void Update() override;
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private:
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int frameCountPerSecond;
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};
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}
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@@ -177,7 +177,6 @@
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<ClInclude Include="Components\DebugComponent.h" />
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<ClInclude Include="Components\EmulatorComponent.h" />
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<ClInclude Include="Components\FastLoader.h" />
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<ClInclude Include="Components\FPSLimiter.h" />
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<ClInclude Include="Components\FrameRateManager.h" />
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<ClInclude Include="Components\GameState.h" />
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<ClInclude Include="Components\GameTargets\HoldState.h" />
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@@ -238,7 +237,6 @@
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<ClCompile Include="Components\DebugComponent.cpp" />
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<ClCompile Include="Components\EmulatorComponent.cpp" />
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<ClCompile Include="Components\FastLoader.cpp" />
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<ClCompile Include="Components\FPSLimiter.cpp" />
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<ClCompile Include="Components\FrameRateManager.cpp" />
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<ClCompile Include="Components\GameTargets\TargetInspector.cpp" />
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<ClCompile Include="Components\Input\InputEmulator.cpp" />
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@@ -177,9 +177,6 @@
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<ClInclude Include="Input\Xinput\XinputState.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Components\FPSLimiter.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Components\GameTargets\HoldState.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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@@ -326,9 +323,6 @@
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<ClCompile Include="Input\Xinput\XinputState.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Components\FPSLimiter.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Components\GameTargets\TargetInspector.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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