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Cleaned up a couple of Path3 Masking bugs which stood out, might fix some of the remaining glitches
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2929 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -239,11 +239,11 @@ void GIFdma()
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//Check with Path3 masking games
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if (gif->qwc > 0) {
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GIF_LOG("PTH3 MASK Transferring");
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GIFchain();
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CPU_INT(DMAC_GIF, gscycles * BIAS);
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return;
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}
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//else DevCon.WriteLn("GIFdma() case 1, but qwc = 0!"); //Don't do 0 GIFchain and then return
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GIFchain();
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}//else DevCon.WriteLn("GIFdma() case 1, but qwc = 0!"); //Don't do 0 GIFchain and then return
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CPU_INT(DMAC_GIF, gscycles * BIAS);
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return;
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}
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// Transfer Dn_QWC from Dn_MADR to GIF
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@ -220,7 +220,7 @@ __forceinline void vif1Interrupt()
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gifRegs->stat.clear_flags(GIF_STAT_APATH2|GIF_STAT_OPH);
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}
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if (schedulepath3msk) Vif1MskPath3();
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if (schedulepath3msk & 0x10) Vif1MskPath3();
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if ((vif1Regs->stat.VGW))
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{
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@ -222,7 +222,7 @@ void vifMFIFOInterrupt()
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g_vifCycles = 0;
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VIF_LOG("vif mfifo interrupt");
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if (schedulepath3msk) Vif1MskPath3();
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if (schedulepath3msk & 0x10) Vif1MskPath3();
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if ((vif1Regs->stat.VGW))
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{
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@ -85,7 +85,6 @@ void Vif1MskPath3() {
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}
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}
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else gifRegs->stat.M3P = true;
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schedulepath3msk = 0;
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}
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