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:
bunnei 2015-01-05 00:19:28 -05:00
parent cc23269ff4
commit e9650f1c61
3 changed files with 28 additions and 5 deletions

View file

@ -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();
}
}
}