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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.
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1 changed files with 1 additions and 1 deletions
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@ -166,7 +166,7 @@ Layer::~Layer() = default;
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Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
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Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
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auto& kernel = Core::System::GetInstance().Kernel();
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auto& kernel = Core::System::GetInstance().Kernel();
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vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Pulse,
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vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
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fmt::format("Display VSync Event {}", id));
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fmt::format("Display VSync Event {}", id));
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}
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}
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