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4 Commits
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6380379f43
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@ -98,6 +98,10 @@ void ProcessorInterfaceManager::RegisterMMIO(MMIO::Mapping* mmio, u32 base)
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{
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system.GetGPFifo().ResetGatherPipe();
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// Assume that all bytes that made it into the GPU fifo did in fact execute
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// before this MMIO write takes effect.
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system.GetFifo().SyncGPUForRegisterAccess();
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// Call Fifo::ResetVideoBuffer() from the video thread. Since that function
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// resets various pointers used by the video thread, we can't call it directly
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// from the CPU thread, so queue a task to do it instead. In single-core mode,
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@ -434,6 +434,8 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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// We want buttons to come in as positions, not labels
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
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SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
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// Disable DualSense Player LEDs; We already colorize the Primary LED
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0");
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