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authorMerryMage <MerryMage@users.noreply.github.com>2016-02-21 14:13:52 +0100
committerMerryMage <MerryMage@users.noreply.github.com>2016-02-21 14:13:52 +0100
commit8b00954ec79fad71691ad2d4c82d5c1c60e21b0c (patch)
tree443d275fd39c58928e68ef22ce3fe0fa56c73642 /src/core/hw
parentMerge pull request #1406 from MerryMage/bitfield2 (diff)
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Diffstat (limited to '')
-rw-r--r--src/core/hw/gpu.cpp6
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();