diff --git a/Ryujinx.Graphics.Gpu/Synchronization/SyncpointWaiterHandle.cs b/Ryujinx.Graphics.Gpu/Synchronization/SyncpointWaiterHandle.cs index 027b5141f..dd2a5812f 100644 --- a/Ryujinx.Graphics.Gpu/Synchronization/SyncpointWaiterHandle.cs +++ b/Ryujinx.Graphics.Gpu/Synchronization/SyncpointWaiterHandle.cs @@ -4,7 +4,7 @@ namespace Ryujinx.Graphics.Gpu.Synchronization { public class SyncpointWaiterHandle { - internal uint Threshold; + internal uint Threshold; internal Action Callback; } } diff --git a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs index f57a4eff9..f361b9375 100644 --- a/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs +++ b/Ryujinx.HLE/HOS/Services/Nv/NvDrvServices/NvHostCtrl/Types/NvHostEvent.cs @@ -130,11 +130,11 @@ namespace Ryujinx.HLE.HOS.Services.Nv.NvDrvServices.NvHostCtrl { Logger.Warning?.Print(LogClass.ServiceNv, "GPU processing thread is too slow, waiting on CPU..."); - bool timedOut = Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan); + Fence.Wait(gpuContext, Timeout.InfiniteTimeSpan); ResetFailingState(); - return timedOut; + return false; } else {