This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer. This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super Mario Galaxy now go ingame). Thanks to @gdkchan for tracing the memory corruption. |
||
|---|---|---|
| .. | ||
| Types | ||
| BufferItemConsumer.cs | ||
| BufferQueue.cs | ||
| BufferQueueConsumer.cs | ||
| BufferQueueCore.cs | ||
| BufferQueueProducer.cs | ||
| BufferSlot.cs | ||
| BufferSlotArray.cs | ||
| ConsumerBase.cs | ||
| HOSBinderDriverServer.cs | ||
| IBinder.cs | ||
| IConsumerListener.cs | ||
| IFlattenable.cs | ||
| IGraphicBufferProducer.cs | ||
| IHOSBinderDriver.cs | ||
| IProducerListener.cs | ||
| NativeWindowApi.cs | ||
| NativeWindowAttribute.cs | ||
| NativeWindowScalingMode.cs | ||
| NativeWindowTransform.cs | ||
| Parcel.cs | ||
| ParcelHeader.cs | ||
| PixelFormat.cs | ||
| Status.cs | ||
| SurfaceFlinger.cs | ||