DSP: Use completion event for ARAM interrupt
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@ -206,12 +206,20 @@ bool Update_DSP_ReadRegister();
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void Update_DSP_WriteRegister();
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static int et_GenerateDSPInterrupt;
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static int et_CompleteARAM;
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static void GenerateDSPInterrupt_Wrapper(u64 userdata, int cyclesLate)
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{
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GenerateDSPInterrupt((DSPInterruptType)(userdata&0xFFFF), (bool)((userdata>>16) & 1));
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}
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static void CompleteARAM(u64 userdata, int cyclesLate)
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{
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g_dspState.DSPControl.DMAState = 0;
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GenerateDSPInterrupt(INT_ARAM, true);
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}
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DSPEmulator *GetDSPEmulator()
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{
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return dsp_emulator;
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@ -249,6 +257,7 @@ void Init(bool hle)
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g_AR_REFRESH = 156; // 156MHz
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et_GenerateDSPInterrupt = CoreTiming::RegisterEvent("DSPint", GenerateDSPInterrupt_Wrapper);
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et_CompleteARAM = CoreTiming::RegisterEvent("ARAMint", CompleteARAM);
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}
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void Shutdown()
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@ -448,7 +457,7 @@ void GenerateDSPInterrupt(DSPInterruptType type, bool _bSet)
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switch (type)
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{
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case INT_DSP: g_dspState.DSPControl.DSP = _bSet ? 1 : 0; break;
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case INT_ARAM: g_dspState.DSPControl.ARAM = _bSet ? 1 : 0; if (_bSet) g_dspState.DSPControl.DMAState = 0; break;
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case INT_ARAM: g_dspState.DSPControl.ARAM = _bSet ? 1 : 0; break;
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case INT_AID: g_dspState.DSPControl.AID = _bSet ? 1 : 0; break;
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}
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@ -517,17 +526,17 @@ void UpdateAudioDMA()
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void Do_ARAM_DMA()
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{
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g_dspState.DSPControl.DMAState = 1;
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if (g_arDMA.Cnt.count == 32)
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{
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// Beyond Good and Evil (GGEE41) sends count 32
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// Lost Kingdoms 2 needs the exception check here in DSP HLE mode
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GenerateDSPInterrupt(INT_ARAM);
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CompleteARAM(0, 0);
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CoreTiming::ForceExceptionCheck(100);
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}
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else
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{
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g_dspState.DSPControl.DMAState = 1;
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CoreTiming::ScheduleEvent_Threadsafe(0, et_GenerateDSPInterrupt, INT_ARAM | (1<<16));
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CoreTiming::ScheduleEvent_Threadsafe(0, et_CompleteARAM);
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// Force an early exception check on large transfers. Fixes RE2 audio.
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// NFS:HP2 (<= 6144)
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