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GPU: Moved SignalInterrupt.
Changed based on empirical evidence. Fixes ZMM and seems fine on other games.
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@ -228,6 +228,7 @@ inline void Write(u32 addr, const T data) {
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{
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{
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u32* buffer = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
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u32* buffer = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalAddress()));
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Pica::CommandProcessor::ProcessCommandList(buffer, config.size);
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Pica::CommandProcessor::ProcessCommandList(buffer, config.size);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
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}
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}
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break;
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break;
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}
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}
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@ -46,7 +46,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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switch(id) {
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switch(id) {
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// Trigger IRQ
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// Trigger IRQ
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case PICA_REG_INDEX(trigger_irq):
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case PICA_REG_INDEX(trigger_irq):
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::P3D);
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return;
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return;
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// It seems like these trigger vertex rendering
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// It seems like these trigger vertex rendering
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