mirror of https://github.com/PCSX2/pcsx2.git
Limit EESIF1 scheduled interrupts to a maximum of 384 cycles, stops a lot of timeouts and subsequent reschedules.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2476 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -173,7 +173,8 @@ __forceinline void PSX_INT( IopEventId n, s32 ecycle )
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DevCon.Warning( "***** IOP > Twice-thrown int on IRQ %d", n );
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// 19 is CDVD read int, it's supposed to be high.
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//if (ecycle > 8192 && n != 19) DevCon.Warning( "IOP cycles high: %d, n %d", ecycle, n );
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//if (ecycle > 8192 && n != 19)
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// DevCon.Warning( "IOP cycles high: %d, n %d", ecycle, n );
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psxRegs.interrupt |= 1 << n;
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@ -539,7 +539,9 @@ __forceinline void CPU_INT( u32 n, s32 ecycle)
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DevCon.Warning( "***** EE > Twice-thrown int on IRQ %d", n );
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}
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//if (ecycle > 8192) DevCon.Warning( "EE cycles high: %d, n %d", ecycle, n );
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//if (ecycle > 8192 && n != DMAC_TO_IPU && n != DMAC_FROM_IPU) {
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// DevCon.Warning( "EE cycles high: %d, n %d", ecycle, n );
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//}
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cpuRegs.interrupt|= 1 << n;
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cpuRegs.sCycle[n] = cpuRegs.cycle;
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@ -130,10 +130,10 @@ __forceinline void SIF1EEDma(int &cycles, int &psxCycles, bool &done)
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eesifbusy[1] = false;
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done = true;
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// Voodoocycles : 4 cycles always, stops games from throwing double interrupts.
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// Edit: Ok, one game (Okami) wants bad timing aparently, so revert this until I know which values it likes.
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//CPU_INT(6, 4);
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CPU_INT(6, cycles*BIAS);
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// Voodoocycles : Okami wants around 100 cycles when booting up
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// Other games reach like 50k cycles here, but the EE will long have given up by then and just retry.
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// (Cause of double interrupts on the EE)
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CPU_INT(6, min( (int)(cycles*BIAS), 384 ) );
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sif1.end = 0;
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}
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else
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