Used the scheduler to generate the interrupt for IPC. Fixes the ES_LAUNCH games.
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@ -28,6 +28,7 @@
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#include "../IPC_HLE/WII_IPC_HLE.h"
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#include "WII_IPC.h"
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#include "CoreTiming.h"
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// This is the intercommunication between ARM and PPC. Currently only PPC actually uses it, because of the IOS HLE
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@ -104,6 +105,8 @@ static u32 arm_irq_masks;
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static u32 sensorbar_power; // do we need to care about this?
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int updateInterrupts;
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void DoState(PointerWrap &p)
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{
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p.Do(ppc_msg);
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@ -130,6 +133,8 @@ void Init()
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sensorbar_power = 0;
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ppc_irq_masks |= INT_CAUSE_IPC_BROADWAY;
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updateInterrupts = CoreTiming::RegisterEvent("IPCInterrupt", UpdateInterrupts);
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}
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void Reset()
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@ -222,10 +227,10 @@ void Write32(const u32 _Value, const u32 _Address)
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}
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WII_IPC_HLE_Interface::Update();
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UpdateInterrupts();
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CoreTiming::ScheduleEvent_Threadsafe(0, updateInterrupts, 0);
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}
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void UpdateInterrupts()
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void UpdateInterrupts(u64 userdata, int cyclesLate)
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{
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if ((ctrl.Y1 & ctrl.IY1) || (ctrl.Y2 & ctrl.IY2))
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{
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@ -247,7 +252,7 @@ void GenerateAck(u32 _Address)
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ctrl.Y2 = 1;
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INFO_LOG(WII_IPC, "GenerateAck: %08x | %08x [R:%i A:%i E:%i]",
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ppc_msg,_Address, ctrl.Y1, ctrl.Y2, ctrl.X1);
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UpdateInterrupts();
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CoreTiming::ScheduleEvent_Threadsafe(0, updateInterrupts, 0);
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}
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void GenerateReply(u32 _Address)
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@ -52,7 +52,7 @@ void DoState(PointerWrap &p);
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void Read32(u32& _rReturnValue, const u32 _Address);
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void Write32(const u32 _Value, const u32 _Address);
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void UpdateInterrupts();
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void UpdateInterrupts(u64 userdata = 0, int cyclesLate = 0);
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void GenerateAck(u32 _Address);
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void GenerateReply(u32 _Address);
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