AudioCore: Skeleton Implementation
This commit: * Adds a new subproject, audio_core. * Defines structures that exist in DSP shared memory. * Hooks up various other parts of the emulator into audio core. This sets the foundation for a later HLE DSP implementation.
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19 changed files with 875 additions and 71 deletions
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@ -17,7 +17,6 @@
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#include "core/core_timing.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hle/service/dsp_dsp.h"
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#include "core/hle/service/hid/hid.h"
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#include "core/hw/hw.h"
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@ -414,11 +413,6 @@ static void VBlankCallback(u64 userdata, int cycles_late) {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1);
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// TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but
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// until we can emulate DSP interrupts, this is probably the only reasonable place to do
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// this. Certain games expect this to be periodically signaled.
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DSP_DSP::SignalInterrupt();
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// Check for user input updates
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Service::HID::Update();
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