From 5af0340066737e17f4c2f887e051624f28e03d82 Mon Sep 17 00:00:00 2001
From: David Marcec <dmarcecguzman@gmail.com>
Date: Thu, 3 Jan 2019 20:32:47 +1100
Subject: [PATCH]  Fixed botw deadlock(and possibly 30 fps games rendering too
 fast? needs testing to confirm)

Upon investigating the issue with #1878, I found that games are the ones who handle the vsync event resetting and not us.
---
 src/core/hle/service/nvflinger/nvflinger.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 05af2d593..6a613aeab 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -166,7 +166,7 @@ Layer::~Layer() = default;
 
 Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
     auto& kernel = Core::System::GetInstance().Kernel();
-    vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Pulse,
+    vsync_event = Kernel::WritableEvent::CreateEventPair(kernel, Kernel::ResetType::Sticky,
                                                          fmt::format("Display VSync Event {}", id));
 }