summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorGravatar David Marcec2019-01-03 20:32:47 +1100
committerGravatar David Marcec2019-01-03 20:32:47 +1100
commit5af0340066737e17f4c2f887e051624f28e03d82 (patch)
tree9c0fd822c7e17810de75232770668e5621865f1a /src
parentMerge pull request #1976 from lioncash/display (diff)
downloadyuzu-5af0340066737e17f4c2f887e051624f28e03d82.tar.gz
yuzu-5af0340066737e17f4c2f887e051624f28e03d82.tar.xz
yuzu-5af0340066737e17f4c2f887e051624f28e03d82.zip
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.cpp2
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;
166 166
167Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) { 167Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
168 auto& kernel = Core::System::GetInstance().Kernel(); 168 auto& kernel = Core::System::GetInstance().Kernel();
169 vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Pulse, 169 vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
170 fmt::format("Display VSync Event {}", id)); 170 fmt::format("Display VSync Event {}", id));
171} 171}
172 172