early-access version 2392
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 2390.
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This is the source code for early-access 2392.
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## Legal Notice
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## Legal Notice
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@ -715,15 +715,18 @@ struct KernelCore::Impl {
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std::weak_ptr<Kernel::ServiceThread> CreateServiceThread(KernelCore& kernel,
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std::weak_ptr<Kernel::ServiceThread> CreateServiceThread(KernelCore& kernel,
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const std::string& name) {
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const std::string& name) {
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std::lock_guard lk(service_threads_lock);
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auto service_thread = std::make_shared<Kernel::ServiceThread>(kernel, 1, name);
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auto service_thread = std::make_shared<Kernel::ServiceThread>(kernel, 1, name);
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service_threads.emplace(service_thread);
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{
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std::lock_guard lk(service_threads_lock);
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service_threads.emplace(service_thread);
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}
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return service_thread;
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return service_thread;
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}
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}
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void ReleaseServiceThread(std::weak_ptr<Kernel::ServiceThread> service_thread) {
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void ReleaseServiceThread(std::weak_ptr<Kernel::ServiceThread> service_thread) {
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std::lock_guard lk(service_threads_lock);
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auto strong_ptr = service_thread.lock();
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if (auto strong_ptr = service_thread.lock()) {
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{
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std::lock_guard lk(service_threads_lock);
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service_threads.erase(strong_ptr);
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service_threads.erase(strong_ptr);
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}
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}
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}
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}
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@ -38,7 +38,8 @@ namespace Service::HID {
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// Period time is obtained by measuring the number of samples in a second on HW using a homebrew
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// Period time is obtained by measuring the number of samples in a second on HW using a homebrew
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constexpr auto pad_update_ns = std::chrono::nanoseconds{4 * 1000 * 1000}; // (4ms, 250Hz)
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constexpr auto pad_update_ns = std::chrono::nanoseconds{4 * 1000 * 1000}; // (4ms, 250Hz)
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constexpr auto mouse_keyboard_update_ns = std::chrono::nanoseconds{8 * 1000 * 1000}; // (8ms, 125Hz)
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constexpr auto mouse_keyboard_update_ns = std::chrono::nanoseconds{8 * 1000 * 1000}; // (8ms, 125Hz)
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constexpr auto motion_update_ns = std::chrono::nanoseconds{5 * 1000 * 1000}; // (5ms, 200Hz)
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// TODO: Correct update rate for motion is 5ms. Check why some games don't behave at that speed
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constexpr auto motion_update_ns = std::chrono::nanoseconds{10 * 1000 * 1000}; // (10ms, 100Hz)
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constexpr std::size_t SHARED_MEMORY_SIZE = 0x40000;
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constexpr std::size_t SHARED_MEMORY_SIZE = 0x40000;
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IAppletResource::IAppletResource(Core::System& system_,
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IAppletResource::IAppletResource(Core::System& system_,
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