XInput: Apply Rumble/Motor output only on changes (again)
Disclaimer: I can't test if this works on xbox one controllers, i don't have one. But i have conformed that this UpdateMotors() is related to rumble for emulated wiimotes.
This partially reverts commit "XInput: Apply immediately as well" (1958a10b6f
) from pr # https://github.com/dolphin-emu/dolphin/pull/1560
Hopefully this fixes the xbox one controller rumble issue:
https://bugs.dolphin-emu.org/issues/9071
And in theory it might reduce the used usb bandwidth, as it was originally intended before pr 1560.
@JMC47: Please do a good amount of testing, to see if this breaks rumble for wiimotes or gamecube controllers emulated with xinput devices.
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@ -124,8 +124,6 @@ void DeInit()
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Device::Device(const XINPUT_CAPABILITIES& caps, u8 index)
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: m_subtype(caps.SubType), m_index(index)
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{
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ZeroMemory(&m_state_out, sizeof(m_state_out));
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// XInputGetCaps seems to always claim all capabilities are supported
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// but I will leave all this stuff in, incase m$ fixes xinput up a bit
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@ -213,7 +211,13 @@ void Device::UpdateInput()
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void Device::UpdateMotors()
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{
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PXInputSetState(m_index, &m_state_out);
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// this if statement is to make rumble work better when multiple ControllerInterfaces are using the device
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// only calls XInputSetState if the state changed
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if (memcmp(&m_state_out, &m_current_state_out, sizeof(m_state_out)))
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{
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m_current_state_out = m_state_out;
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PXInputSetState(m_index, &m_state_out);
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}
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}
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// GET name/source/id
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@ -90,7 +90,8 @@ public:
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private:
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XINPUT_STATE m_state_in;
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XINPUT_VIBRATION m_state_out;
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XINPUT_VIBRATION m_state_out{};
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XINPUT_VIBRATION m_current_state_out{};
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const BYTE m_subtype;
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const u8 m_index;
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};
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