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dsp_dsp.cpp: fix registering Interrupt handler on loading savestates (#7055)
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@ -114,8 +114,7 @@ private:
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ar& dsp_memory.raw_memory;
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ar& sources;
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ar& mixers;
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// interrupt_handler is function pointer and cant be serialised, fortunately though, it
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// should be registerd before the game has started
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// interrupt_handler is reregistered when loading state from DSP_DSP
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}
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friend class boost::serialization::access;
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};
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@ -394,6 +394,12 @@ DSP_DSP::DSP_DSP(Core::System& system)
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semaphore_event->SetHLENotifier(
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[this]() { this->system.DSP().SetSemaphore(preset_semaphore); });
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system.DSP().SetInterruptHandler([dsp_ref = this](InterruptType type, DspPipe pipe) {
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if (dsp_ref) {
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dsp_ref->SignalInterrupt(type, pipe);
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}
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});
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}
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DSP_DSP::~DSP_DSP() {
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@ -405,12 +411,6 @@ void InstallInterfaces(Core::System& system) {
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auto& service_manager = system.ServiceManager();
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auto dsp = std::make_shared<DSP_DSP>(system);
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dsp->InstallAsService(service_manager);
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system.DSP().SetInterruptHandler(
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[dsp_ref = std::weak_ptr<DSP_DSP>(dsp)](InterruptType type, DspPipe pipe) {
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if (auto locked = dsp_ref.lock()) {
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locked->SignalInterrupt(type, pipe);
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}
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});
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}
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} // namespace Service::DSP
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