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service: hid: Fix motion refresh rate
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2 changed files with 6 additions and 2 deletions
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@ -3,7 +3,9 @@
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#include <algorithm>
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#include <array>
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#include <chrono>
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#include <cstring>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/common_types.h"
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@ -547,7 +549,9 @@ void Controller_NPad::OnMotionUpdate(const Core::Timing::CoreTiming& core_timing
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const auto set_motion_state = [&](SixAxisSensorState& state,
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const Core::HID::ControllerMotion& hid_state) {
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using namespace std::literals::chrono_literals;
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static constexpr SixAxisSensorState default_motion_state = {
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.delta_time = std::chrono::nanoseconds(5ms).count(),
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.accel = {0, 0, -1.0f},
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.orientation =
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{
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@ -566,6 +570,7 @@ void Controller_NPad::OnMotionUpdate(const Core::Timing::CoreTiming& core_timing
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return;
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}
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state.attribute.is_connected.Assign(1);
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state.delta_time = std::chrono::nanoseconds(5ms).count();
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state.accel = hid_state.accel;
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state.gyro = hid_state.gyro;
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state.rotation = hid_state.rotation;
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@ -37,8 +37,7 @@ namespace Service::HID {
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// Period time is obtained by measuring the number of samples in a second on HW using a homebrew
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constexpr auto pad_update_ns = std::chrono::nanoseconds{4 * 1000 * 1000}; // (4ms, 250Hz)
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constexpr auto mouse_keyboard_update_ns = std::chrono::nanoseconds{8 * 1000 * 1000}; // (8ms, 125Hz)
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// TODO: Correct update rate for motion is 5ms. Check why some games don't behave at that speed
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constexpr auto motion_update_ns = std::chrono::nanoseconds{10 * 1000 * 1000}; // (10ms, 100Hz)
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constexpr auto motion_update_ns = std::chrono::nanoseconds{5 * 1000 * 1000}; // (5ms, 200Hz)
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IAppletResource::IAppletResource(Core::System& system_,
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KernelHelpers::ServiceContext& service_context_)
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