mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 15:15:40 +00:00
CDROM: Further refine interrupt delay
This commit is contained in:
parent
3e3572c410
commit
7222c21cd9
|
@ -60,7 +60,7 @@ enum : u32
|
|||
MAX_FAST_FORWARD_RATE = 12,
|
||||
FAST_FORWARD_RATE_STEP = 4,
|
||||
|
||||
MINIMUM_INTERRUPT_DELAY = 5000,
|
||||
MINIMUM_INTERRUPT_DELAY = 6000,
|
||||
INTERRUPT_DELAY_CYCLES = 2000,
|
||||
};
|
||||
|
||||
|
@ -1200,12 +1200,14 @@ void CDROM::QueueDeliverAsyncInterrupt()
|
|||
// interrupt, then read the FIFO. If an INT1 comes in during that time, it'll read the INT1 response
|
||||
// instead of the INT3 response, and the game gets confused. So, we just delay INT1s a bit, if there
|
||||
// has been any recent INT3s - give it enough time to read the response out. The real console does
|
||||
// something similar anyway, the INT1 task won't run immediately after the INT3 is cleared.
|
||||
// something similar anyway, the INT1 task won't run immediately after the INT3 is cleared. We use
|
||||
// the response FIFO being empty as a second heuristic, to avoid very late INT1s that cause early
|
||||
// buffer loads and sector retries in other games, like Lego Racers PAL.
|
||||
DebugAssert(HasPendingAsyncInterrupt());
|
||||
|
||||
// underflows here are okay
|
||||
const u32 diff = System::GetGlobalTickCounter() - s_last_interrupt_time;
|
||||
if (diff >= MINIMUM_INTERRUPT_DELAY)
|
||||
if (diff >= MINIMUM_INTERRUPT_DELAY || s_response_fifo.IsEmpty())
|
||||
{
|
||||
DeliverAsyncInterrupt(nullptr, 0, 0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue