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When we boot the core, it needs to have a valid surface to draw graphics to. Our Kotlin code does wait for a valid surface to exist before it calls NativeLibrary.Run, but there's a chance for the surface to be deleted before Run locks s_surface_lock. If that happens, the core boots without a valid surface, which presumably would cause a crash. (I haven't been able to reproduce the problem myself.) |
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| .. | ||
| AndroidCommon | ||
| Cheats | ||
| Config | ||
| GameList | ||
| Input | ||
| ActivityTracker.cpp | ||
| CMakeLists.txt | ||
| GpuDriver.cpp | ||
| Host.cpp | ||
| Host.h | ||
| InfinityConfig.cpp | ||
| MainAndroid.cpp | ||
| RiivolutionPatches.cpp | ||
| SkylanderConfig.cpp | ||
| WiiUtils.cpp | ||