mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-27 01:02:48 +01:00
DSP: Signal (faked) interrupt on every frame.
- Hack to work around games checking that the DSP event has been signaled by a real DSP interrupt.
This commit is contained in:
parent
cc23269ff4
commit
e9650f1c61
3 changed files with 28 additions and 5 deletions
|
@ -12,9 +12,23 @@
|
|||
|
||||
namespace DSP_DSP {
|
||||
|
||||
static u32 read_pipe_count;
|
||||
static Handle semaphore_event;
|
||||
static Handle interrupt_event;
|
||||
static u32 read_pipe_count = 0;
|
||||
static Handle semaphore_event = 0;
|
||||
static Handle interrupt_event = 0;
|
||||
|
||||
void SignalInterrupt() {
|
||||
// TODO(bunnei): This is just a stub, it does not do anything other than signal to the emulated
|
||||
// application that a DSP interrupt occurred, without specifying which one. Since we do not
|
||||
// emulate the DSP yet (and how it works is largely unknown), this is a work around to get games
|
||||
// that check the DSP interrupt signal event to run. We should figure out the different types of
|
||||
// DSP interrupts, and trigger them at the appropriate times.
|
||||
|
||||
if (interrupt_event == 0) {
|
||||
LOG_WARNING(Service_DSP, "cannot signal interrupt until DSP event has been created!");
|
||||
return;
|
||||
}
|
||||
Kernel::SignalEvent(interrupt_event);
|
||||
}
|
||||
|
||||
/**
|
||||
* DSP_DSP::ConvertProcessAddressFromDspDram service function
|
||||
|
@ -102,7 +116,7 @@ void RegisterInterruptEvents(Service::Interface* self) {
|
|||
void WriteReg0x10(Service::Interface* self) {
|
||||
u32* cmd_buff = Kernel::GetCommandBuffer();
|
||||
|
||||
Kernel::SignalEvent(interrupt_event);
|
||||
SignalInterrupt();
|
||||
|
||||
cmd_buff[1] = 0; // No error
|
||||
|
||||
|
|
|
@ -20,4 +20,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
/// Signals that a DSP interrupt has occurred to userland code
|
||||
void SignalInterrupt();
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
|
||||
#include "core/hle/hle.h"
|
||||
#include "core/hle/service/gsp_gpu.h"
|
||||
#include "core/hle/service/dsp_dsp.h"
|
||||
|
||||
#include "core/hw/gpu.h"
|
||||
|
||||
|
@ -214,13 +215,18 @@ void Update() {
|
|||
// - If frameskip == 0 (disabled), always swap buffers
|
||||
// - If frameskip == 1, swap buffers every other frame (starting from the first frame)
|
||||
// - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
|
||||
|
||||
if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
|
||||
Settings::values.frame_skip == 0) {
|
||||
VideoCore::g_renderer->SwapBuffers();
|
||||
}
|
||||
|
||||
// Signal to GSP that GPU interrupt has occurred
|
||||
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
|
||||
|
||||
// TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
|
||||
// until we can emulate DSP interrupts, this is probably the only reasonable place to do
|
||||
// this. Certain games expect this to be periodically signaled.
|
||||
DSP_DSP::SignalInterrupt();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue