rpcsx/rpcs3/Emu
kd-11 3bfa564ef8 vk/windows: Try to keep msq thread from ever stopping
- NVIDIA drivers hook into the msq before our nativeEvent handler. This means NV is aware of events before rpcs3 is aware of them and sometimes stops until a new event is triggered.
  If rpcs3 is inside a driver call at this time, the system will deadlock since the driver waits for msq which waits for the renderer which waits for the driver.
- Use explicit hook management to control window events
- Add fence timeout to attempt detection of surface loss events
2019-01-31 21:53:02 +03:00
..
Audio ALSA: disable recovery (experimental) 2019-01-18 16:49:17 +03:00
Cell Fix DECR mode allocations (sys_memory) 2019-01-31 16:03:38 +03:00
CPU SPU/PPU atomics performance and LR event fixes (#5435) 2019-01-15 18:31:21 +03:00
Io fix some warnings 2019-01-05 04:03:18 +01:00
Memory Fix DECR mode allocations (sys_memory) 2019-01-31 16:03:38 +03:00
RSX vk/windows: Try to keep msq thread from ever stopping 2019-01-31 21:53:02 +03:00
CMakeLists.txt CMake: LLVM, Pulse, Alsa and libevdev being disabled 2018-09-19 01:59:27 +03:00
GameInfo.h Fill game list from all locations 2017-07-12 18:16:09 +03:00
IdManager.cpp Migration to named_thread<> 2018-10-19 22:22:35 +03:00
IdManager.h Migration to named_thread<> 2018-10-19 22:22:35 +03:00
IPC.h Cleanup semaphore<> (sema.h) and mutex.h (shared_mutex) 2018-09-03 23:00:36 +03:00
System.cpp Added jit_runtime class 2019-01-29 03:32:16 +03:00
System.h SPU: multithread compilation 2019-01-22 22:02:02 +03:00
VFS.cpp VFS: fix /host_root 2018-09-19 14:15:38 +03:00
VFS.h Rewrite vfs::get and vfs::mount 2018-09-15 17:09:56 +03:00