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https://github.com/Lime3DS/Lime3DS.git
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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.
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cc23269ff4
commit
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@ -12,9 +12,23 @@
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namespace DSP_DSP {
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namespace DSP_DSP {
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static u32 read_pipe_count;
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static u32 read_pipe_count = 0;
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static Handle semaphore_event;
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static Handle semaphore_event = 0;
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static Handle interrupt_event;
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static Handle interrupt_event = 0;
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void SignalInterrupt() {
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// TODO(bunnei): This is just a stub, it does not do anything other than signal to the emulated
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// application that a DSP interrupt occurred, without specifying which one. Since we do not
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// emulate the DSP yet (and how it works is largely unknown), this is a work around to get games
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// that check the DSP interrupt signal event to run. We should figure out the different types of
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// DSP interrupts, and trigger them at the appropriate times.
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if (interrupt_event == 0) {
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LOG_WARNING(Service_DSP, "cannot signal interrupt until DSP event has been created!");
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return;
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}
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Kernel::SignalEvent(interrupt_event);
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}
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/**
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/**
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* DSP_DSP::ConvertProcessAddressFromDspDram service function
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* DSP_DSP::ConvertProcessAddressFromDspDram service function
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@ -102,7 +116,7 @@ void RegisterInterruptEvents(Service::Interface* self) {
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void WriteReg0x10(Service::Interface* self) {
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void WriteReg0x10(Service::Interface* self) {
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u32* cmd_buff = Kernel::GetCommandBuffer();
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u32* cmd_buff = Kernel::GetCommandBuffer();
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Kernel::SignalEvent(interrupt_event);
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SignalInterrupt();
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cmd_buff[1] = 0; // No error
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cmd_buff[1] = 0; // No error
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@ -20,4 +20,7 @@ public:
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}
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}
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};
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};
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/// Signals that a DSP interrupt has occurred to userland code
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void SignalInterrupt();
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} // namespace
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} // namespace
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@ -10,6 +10,7 @@
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#include "core/hle/hle.h"
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#include "core/hle/hle.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hle/service/dsp_dsp.h"
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#include "core/hw/gpu.h"
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#include "core/hw/gpu.h"
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@ -214,13 +215,18 @@ void Update() {
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// - If frameskip == 0 (disabled), always swap buffers
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// - If frameskip == 0 (disabled), always swap buffers
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// - If frameskip == 1, swap buffers every other frame (starting from the first frame)
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// - If frameskip == 1, swap buffers every other frame (starting from the first frame)
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// - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
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// - If frameskip > 1, swap buffers every frameskip^n frames (starting from the second frame)
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if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
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if ((((Settings::values.frame_skip != 1) ^ last_skip_frame) && last_skip_frame != g_skip_frame) ||
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Settings::values.frame_skip == 0) {
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Settings::values.frame_skip == 0) {
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VideoCore::g_renderer->SwapBuffers();
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VideoCore::g_renderer->SwapBuffers();
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}
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}
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// Signal to GSP that GPU interrupt has occurred
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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// TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
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// until we can emulate DSP interrupts, this is probably the only reasonable place to do
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// this. Certain games expect this to be periodically signaled.
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DSP_DSP::SignalInterrupt();
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}
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}
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}
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}
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}
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}
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