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* Fix flip status on close * Store equeues by handle instead of pointer As is, a game could call sceKernelDeleteEqueue on the equeue registered for flip/vblank events, and terminate the equeue while our VideoOut driver retains a valid pointer to it. Changing to storing the equeue handle means we can check if the equeue still exists and prevent this. * Remove flip and vblank events on sceVideoOutClose * Don't forget to clear vectors * Oops Intended to erase the memset on FlipStatus, not VblankStatus. |
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| .. | ||
| common | ||
| core | ||
| images | ||
| imgui | ||
| input | ||
| shader_recompiler | ||
| video_core | ||
| .clang-format | ||
| emulator.cpp | ||
| emulator.h | ||
| main.cpp | ||
| sdl_window.cpp | ||
| sdl_window.h | ||
| shadps4.rc | ||