From 8b00954ec79fad71691ad2d4c82d5c1c60e21b0c Mon Sep 17 00:00:00 2001
From: MerryMage <MerryMage@users.noreply.github.com>
Date: Sun, 21 Feb 2016 13:13:52 +0000
Subject: AudioCore: Skeleton Implementation

This commit:
* Adds a new subproject, audio_core.
* Defines structures that exist in DSP shared memory.
* Hooks up various other parts of the emulator into audio core.

This sets the foundation for a later HLE DSP implementation.
---
 src/core/hw/gpu.cpp | 6 ------
 1 file changed, 6 deletions(-)

(limited to 'src/core/hw/gpu.cpp')

diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp
index c603105869..5312baa83c 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();
 
-- 
cgit v1.2.3-70-g09d2