text: #include "game/graphics/sceGraphicsInterface.h"
  #include "game/graphics/gfx.h"
  #include <cstdio>
  #include "common/util/Assert.h"
  
  /*!
   * Wait for rendering to complete.
   * In the PC Port, this currently does nothing.
   *
   * From my current understanding, we can get away with this and just sync everything on vsync.
   * However, there are two calls to this per frame.
   *
   * But I don't fully understand why they call sceGsSyncPath where they do (right before depth cue)
   * so maybe the depth cue looks at the z-buffer of the last rendered frame when setting up the dma
   * for the next frame?  The debug drawing also happens after this.
   *
   * The second call is right before swapping buffers/vsync, so that makes sense.
   *
   *
   */
  u32 sceGsSyncPath(u32 mode, u32 timeout) {
    ASSERT(mode == 0 && timeout == 0);
    return Gfx::sync_path();
  }
  
  /*!
   * Actual vsync.
   */
  u32 sceGsSyncV(u32 mode) {
    ASSERT(mode == 0);
    return Gfx::vsync();
  }
  