From e9650f1c6197baa7e532559964f42578bdde42d5 Mon Sep 17 00:00:00 2001 From: bunnei Date: Mon, 5 Jan 2015 00:19:28 -0500 Subject: 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. --- src/core/hw/gpu.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'src/core/hw/gpu.cpp') diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp index 0ff6c6cd..e346e0ad 100644 --- a/src/core/hw/gpu.cpp +++ b/src/core/hw/gpu.cpp @@ -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(); } } } -- cgit v1.2.3