CDROM: Further refine interrupt delay

This commit is contained in:
Stenzek 2024-05-31 23:59:44 +10:00
parent 3e3572c410
commit 7222c21cd9
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@ -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);
}