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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.
This commit is contained in:
David Marcec 2019-01-03 20:32:47 +11:00
parent 2c0f831468
commit 5af0340066

View file

@ -166,7 +166,7 @@ Layer::~Layer() = default;
Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) { Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
auto& kernel = Core::System::GetInstance().Kernel(); 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)); fmt::format("Display VSync Event {}", id));
} }