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-rw-r--r--src/core/hle/service/dsp_dsp.cpp22
-rw-r--r--src/core/hle/service/dsp_dsp.h3
2 files changed, 21 insertions, 4 deletions
diff --git a/src/core/hle/service/dsp_dsp.cpp b/src/core/hle/service/dsp_dsp.cpp
index 2cf4d118f..d4affdfbf 100644
--- a/src/core/hle/service/dsp_dsp.cpp
+++ b/src/core/hle/service/dsp_dsp.cpp
@@ -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
diff --git a/src/core/hle/service/dsp_dsp.h b/src/core/hle/service/dsp_dsp.h
index 0b8b64600..fa13bfb7c 100644
--- a/src/core/hle/service/dsp_dsp.h
+++ b/src/core/hle/service/dsp_dsp.h
@@ -20,4 +20,7 @@ public:
}
};
+/// Signals that a DSP interrupt has occurred to userland code
+void SignalInterrupt();
+
} // namespace