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-rw-r--r--src/core/hle/service/gsp.cpp17
1 files changed, 16 insertions, 1 deletions
diff --git a/src/core/hle/service/gsp.cpp b/src/core/hle/service/gsp.cpp
index 575db86c1..2635a2eb8 100644
--- a/src/core/hle/service/gsp.cpp
+++ b/src/core/hle/service/gsp.cpp
@@ -8,6 +8,7 @@
#include "core/mem_map.h"
#include "core/hle/hle.h"
+#include "core/hle/kernel/event.h"
#include "core/hle/service/gsp.h"
#include "core/hw/lcd.h"
@@ -52,6 +53,7 @@ void GX_FinishCommand(u32 thread_id) {
namespace GSP_GPU {
+Handle g_event_handle = 0;
u32 g_thread_id = 0;
enum {
@@ -100,7 +102,20 @@ void ReadHWRegs(Service::Interface* self) {
void RegisterInterruptRelayQueue(Service::Interface* self) {
u32* cmd_buff = Service::GetCommandBuffer();
u32 flags = cmd_buff[1];
- u32 event_handle = cmd_buff[3]; // TODO(bunnei): Implement event handling
+ u32 event_handle = cmd_buff[3];
+
+ _assert_msg_(GSP, event_handle, "called, but event is NULL!");
+
+ g_event_handle = event_handle;
+
+ Kernel::SetEventLocked(event_handle, false);
+
+ // Hack - This function will permanently set the state of the GSP event such that GPU command
+ // synchronization barriers always passthrough. Correct solution would be to set this after the
+ // GPU as processed all queued up commands, but due to the emulator being single-threaded they
+ // will always be ready.
+ Kernel::SetPermanentLock(event_handle, true);
+
cmd_buff[2] = g_thread_id; // ThreadID
}