mirror of https://github.com/PCSX2/pcsx2.git
IPU: Remove useless define/includes
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@ -21,9 +21,6 @@
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#include "yuv2rgb.h"
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#include "mpeg2lib/Mpeg.h"
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#include "Vif.h"
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#include "Gif.h"
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#include "Vif_Dma.h"
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#include <limits.h>
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#include "AppConfig.h"
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@ -23,8 +23,6 @@
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#define IPU_INT_TO( cycles ) if(!(cpuRegs.interrupt & (1<<4))) CPU_INT( DMAC_TO_IPU, cycles )
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#define IPU_INT_FROM( cycles ) CPU_INT( DMAC_FROM_IPU, cycles )
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#define IPU_FORCEINLINE __fi
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//
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// Bitfield Structures
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//
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@ -299,7 +297,6 @@ extern void IPUCMD_WRITE(u32 val);
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extern void ipuSoftReset();
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extern void IPUProcessInterrupt();
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extern u8 getBits128(u8 *address, bool advance);
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extern u8 getBits64(u8 *address, bool advance);
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extern u8 getBits32(u8 *address, bool advance);
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extern u8 getBits16(u8 *address, bool advance);
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@ -19,10 +19,6 @@
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#include "IPU/IPUdma.h"
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#include "mpeg2lib/Mpeg.h"
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#include "Vif.h"
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#include "Gif.h"
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#include "Vif_Dma.h"
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static IPUStatus IPU1Status;
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static tIPU_DMA g_nDMATransfer;
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@ -269,9 +265,6 @@ __fi void dmaIPU0() // fromIPU
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// but because our IPU is too quick, it messes up the sync between the DMA and IPU.
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// So this will do until (if) we sort the timing out of IPU, shouldn't cause any problems for games for now.
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IPU_INT_FROM( 160 );
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}
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__fi void dmaIPU1() // toIPU
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@ -315,8 +308,6 @@ __fi void dmaIPU1() // toIPU
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}
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}
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extern void GIFdma();
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void ipu0Interrupt()
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{
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IPU_LOG("ipu0Interrupt: %x", cpuRegs.cycle);
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@ -369,7 +360,7 @@ void ipu0Interrupt()
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DMA_LOG("IPU0 DMA End");
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}
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IPU_FORCEINLINE void ipu1Interrupt()
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__fi void ipu1Interrupt()
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{
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IPU_LOG("ipu1Interrupt %x:", cpuRegs.cycle);
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