CDROM: Improve accuracy of sector redelivery on DMA complete
Fixes hang in loading in Syphon Filter 2/3.
This commit is contained in:
parent
34861074c1
commit
8595175267
|
@ -3381,17 +3381,20 @@ void CDROM::CheckForSectorBufferReadComplete()
|
|||
{
|
||||
sb.position = 0;
|
||||
sb.size = 0;
|
||||
}
|
||||
|
||||
// Redeliver missed sector on DMA/read complete.
|
||||
// I'm still not sure if this is correct behavior.
|
||||
// This would be the main loop checking when the DMA is complete, if there's another sector pending.
|
||||
// Normally, this would happen some time after the DMA actually completes, so we need to put it on a delay.
|
||||
// Otherwise, if games read the header then data out as two separate transfers (which is typical), they'll
|
||||
// get the header for one sector, and the header for the next in the second transfer.
|
||||
SectorBuffer& next_sb = s_sector_buffers[s_current_write_sector_buffer];
|
||||
if (next_sb.position == 0 && next_sb.size > 0)
|
||||
if (next_sb.position == 0 && next_sb.size > 0 && !HasPendingAsyncInterrupt())
|
||||
{
|
||||
DEV_LOG("Sending additional INT1 for missed sector in buffer {}", s_current_write_sector_buffer);
|
||||
s_current_read_sector_buffer = s_current_write_sector_buffer;
|
||||
s_async_response_fifo.Push(s_secondary_status.bits);
|
||||
SetAsyncInterrupt(Interrupt::DataReady);
|
||||
}
|
||||
s_pending_async_interrupt = static_cast<u8>(Interrupt::DataReady);
|
||||
s_async_interrupt_event->Schedule(INTERRUPT_DELAY_CYCLES);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue