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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		| @@ -166,7 +166,7 @@ Layer::~Layer() = default; | |||||||
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| 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)); | ||||||
| } | } | ||||||
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