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- Avoid SDL_RenderClear if the render_quad covers the whole screen (not needed). - Use SDL_Delay for the majority of the wait time, to reduce CPU wakeups and context switches - Bridge P96 invalidation to the SDL dirty rect system (only update modified portion of the RTG screen) - Ensure wait_vblank_timestamp is not 0 on startup
- Instead of pushing pixels on the main emulation surface, let's make it a separate texture - Unify the native and RTG modes statusline render logic
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