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author | David Marcec <dmarcecguzman@gmail.com> | 2019-01-03 20:32:47 +1100 |
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committer | David Marcec <dmarcecguzman@gmail.com> | 2019-01-03 20:32:47 +1100 |
commit | 5af0340066737e17f4c2f887e051624f28e03d82 (patch) | |
tree | 9c0fd822c7e17810de75232770668e5621865f1a /src | |
parent | 2c0f831468961826f5264c8fc4b4a21ffb1de87c (diff) |
Fixed botw deadlock(and possibly 30 fps games rendering too fast? needs testing to confirm)
Upon investigating the issue with #1878, I found that games are the ones who handle the vsync event resetting and not us.
Diffstat (limited to 'src')
-rw-r--r-- | src/core/hle/service/nvflinger/nvflinger.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp index 05af2d593..6a613aeab 100644 --- a/src/core/hle/service/nvflinger/nvflinger.cpp +++ b/src/core/hle/service/nvflinger/nvflinger.cpp @@ -166,7 +166,7 @@ Layer::~Layer() = default; Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) { auto& kernel = Core::System::GetInstance().Kernel(); - vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Pulse, + vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky, fmt::format("Display VSync Event {}", id)); } |