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@@ -12,9 +12,23 @@
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namespace DSP_DSP {
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-static u32 read_pipe_count;
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-static Handle semaphore_event;
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-static Handle interrupt_event;
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+static u32 read_pipe_count = 0;
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+static Handle semaphore_event = 0;
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+static Handle interrupt_event = 0;
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+
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+void SignalInterrupt() {
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+ // TODO(bunnei): This is just a stub, it does not do anything other than signal to the emulated
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+ // application that a DSP interrupt occurred, without specifying which one. Since we do not
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+ // emulate the DSP yet (and how it works is largely unknown), this is a work around to get games
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+ // that check the DSP interrupt signal event to run. We should figure out the different types of
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+ // DSP interrupts, and trigger them at the appropriate times.
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+
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+ if (interrupt_event == 0) {
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+ LOG_WARNING(Service_DSP, "cannot signal interrupt until DSP event has been created!");
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+ return;
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+ }
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+ Kernel::SignalEvent(interrupt_event);
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+}
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/**
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* DSP_DSP::ConvertProcessAddressFromDspDram service function
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@@ -102,7 +116,7 @@ void RegisterInterruptEvents(Service::Interface* self) {
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void WriteReg0x10(Service::Interface* self) {
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u32* cmd_buff = Kernel::GetCommandBuffer();
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- Kernel::SignalEvent(interrupt_event);
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+ SignalInterrupt();
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cmd_buff[1] = 0; // No error
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