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author | MerryMage <MerryMage@users.noreply.github.com> | 2016-02-21 14:13:52 +0100 |
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committer | MerryMage <MerryMage@users.noreply.github.com> | 2016-02-21 14:13:52 +0100 |
commit | 8b00954ec79fad71691ad2d4c82d5c1c60e21b0c (patch) | |
tree | 443d275fd39c58928e68ef22ce3fe0fa56c73642 /src/core/hw | |
parent | Merge pull request #1406 from MerryMage/bitfield2 (diff) | |
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Diffstat (limited to 'src/core/hw')
-rw-r--r-- | src/core/hw/gpu.cpp | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp index c60310586..5312baa83 100644 --- a/src/core/hw/gpu.cpp +++ b/src/core/hw/gpu.cpp @@ -17,7 +17,6 @@ #include "core/core_timing.h" #include "core/hle/service/gsp_gpu.h" -#include "core/hle/service/dsp_dsp.h" #include "core/hle/service/hid/hid.h" #include "core/hw/hw.h" @@ -414,11 +413,6 @@ static void VBlankCallback(u64 userdata, int cycles_late) { GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC0); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PDC1); - // TODO(bunnei): Fake a DSP interrupt on each frame. This does not belong here, but - // until we can emulate DSP interrupts, this is probably the only reasonable place to do - // this. Certain games expect this to be periodically signaled. - DSP_DSP::SignalInterrupt(); - // Check for user input updates Service::HID::Update(); |