RE: Interrupts on the GameCube

"Owen Watson" <[email protected]>
Newsgroups gmane.linux.ports.game-cube.devel
Message-ID <[email protected]>
>There are pros for each side. Presenting two levels is more the Linux
>way, while linearizing the interrupts is easier for driver developers
>and has no real disadvantages. I tend to prefer the Linux way, tmbinc
>seems to prefer the GameCube SDK way.

Personally, although I'm not a kernel developer, I prefer the 'Linux way' of
doing things, as it makes more sense for the driver to work out exactly what
kind of interrupt was generated, rather than the kernel needing to know the
21 different types of DVD interrupts.

Although there is little chance of any extra hardware being added, so the
number of interrupts will always be same, the 'Linux way' is how this is
currently implemented in Linux, so why should it change just because this is
a Gamecube?

My opinion anyway...

Owen




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