mirror of
https://github.com/OpenEmu/PCSX2-Core.git
synced 2025-11-01 11:07:36 +00:00
720 lines
21 KiB
C++
720 lines
21 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "common/Assertions.h"
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#include "SPU2/Global.h"
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#include "SPU2/spu2.h"
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#include "SPU2/interpolate_table.h"
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#include "OESndOut.h"
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static const s32 tbl_XA_Factor[16][2] =
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{
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{0, 0},
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{60, 0},
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{115, -52},
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{98, -55},
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{122, -60}};
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// Performs a 64-bit multiplication between two values and returns the
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// high 32 bits as a result (discarding the fractional 32 bits).
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// The combined fractional bits of both inputs must be 32 bits for this
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// to work properly.
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//
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// This is meant to be a drop-in replacement for times when the 'div' part
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// of a MulDiv is a constant. (example: 1<<8, or 4096, etc)
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//
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// [Air] Performance breakdown: This is over 10 times faster than MulDiv in
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// a *worst case* scenario. It's also more accurate since it forces the
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// caller to extend the inputs so that they make use of all 32 bits of
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// precision.
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//
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static __forceinline s32 MulShr32(s32 srcval, s32 mulval)
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{
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return (s64)srcval * mulval >> 32;
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}
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__forceinline s32 clamp_mix(s32 x)
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{
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return std::clamp(x, -0x8000, 0x7fff);
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}
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__forceinline StereoOut32 clamp_mix(StereoOut32 sample)
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{
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return StereoOut32(clamp_mix(sample.Left), clamp_mix(sample.Right));
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}
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static void __forceinline XA_decode_block(s16* buffer, const s16* block, s32& prev1, s32& prev2)
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{
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const s32 header = *block;
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const s32 shift = (header & 0xF) + 16;
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const int id = header >> 4 & 0xF;
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if (id > 4 && SPU2::MsgToConsole())
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SPU2::ConLog("* SPU2: Unknown ADPCM coefficients table id %d\n", id);
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const s32 pred1 = tbl_XA_Factor[id][0];
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const s32 pred2 = tbl_XA_Factor[id][1];
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const s8* blockbytes = (s8*)&block[1];
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const s8* blockend = &blockbytes[13];
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for (; blockbytes <= blockend; ++blockbytes)
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{
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s32 data = ((*blockbytes) << 28) & 0xF0000000;
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s32 pcm = (data >> shift) + (((pred1 * prev1) + (pred2 * prev2) + 32) >> 6);
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pcm = std::clamp<s32>(pcm, -0x8000, 0x7fff);
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*(buffer++) = pcm;
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data = ((*blockbytes) << 24) & 0xF0000000;
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s32 pcm2 = (data >> shift) + (((pred1 * pcm) + (pred2 * prev1) + 32) >> 6);
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pcm2 = std::clamp<s32>(pcm2, -0x8000, 0x7fff);
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*(buffer++) = pcm2;
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prev2 = pcm;
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prev1 = pcm2;
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}
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}
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static void __forceinline IncrementNextA(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc(thiscore.Voices[voiceidx]);
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// Important! Both cores signal IRQ when an address is read, regardless of
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// which core actually reads the address.
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for (int i = 0; i < 2; i++)
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{
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if (Cores[i].IRQEnable && (vc.NextA == Cores[i].IRQA))
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{
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//if( IsDevBuild )
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// ConLog(" * SPU2 Core %d: IRQ Requested (IRQA (%05X) passed; voice %d).\n", i, Cores[i].IRQA, thiscore.Index * 24 + voiceidx);
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SetIrqCall(i);
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}
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}
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vc.NextA++;
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vc.NextA &= 0xFFFFF;
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}
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// decoded pcm data, used to cache the decoded data so that it needn't be decoded
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// multiple times. Cache chunks are decoded when the mixer requests the blocks, and
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// invalided when DMA transfers and memory writes are performed.
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PcmCacheEntry* pcm_cache_data = nullptr;
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int g_counter_cache_hits = 0;
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int g_counter_cache_misses = 0;
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int g_counter_cache_ignores = 0;
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// LOOP/END sets the ENDX bit and sets NAX to LSA, and the voice is muted if LOOP is not set
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// LOOP seems to only have any effect on the block with LOOP/END set, where it prevents muting the voice
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// (the documented requirement that every block in a loop has the LOOP bit set is nonsense according to tests)
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// LOOP/START sets LSA to NAX unless LSA was written manually since sound generation started
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// (see LoopMode, the method by which this is achieved on the real SPU2 is unknown)
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#define XAFLAG_LOOP_END (1ul << 0)
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#define XAFLAG_LOOP (1ul << 1)
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#define XAFLAG_LOOP_START (1ul << 2)
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static __forceinline s32 GetNextDataBuffered(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc(thiscore.Voices[voiceidx]);
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if ((vc.SCurrent & 3) == 0)
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{
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if (vc.PendingLoopStart)
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{
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if ((Cycles - vc.PlayCycle) >= 4)
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{
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if (vc.LoopCycle < vc.PlayCycle)
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{
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vc.LoopStartA = vc.PendingLoopStartA;
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if (SPU2::MsgToConsole())
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SPU2::ConLog("Core %d Voice %d Loop Written by HW within 4T of Key On, Now Applying\n", thiscore.Index, voiceidx);
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vc.LoopMode = 1;
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}
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else
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{
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if (SPU2::MsgToConsole())
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SPU2::ConLog("Loop point from waveform set within 4T's, ignoring HW write\n");
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}
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vc.PendingLoopStart = false;
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}
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}
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IncrementNextA(thiscore, voiceidx);
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if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
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{
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if (vc.LoopFlags & XAFLAG_LOOP_END)
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{
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thiscore.Regs.ENDX |= (1 << voiceidx);
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vc.NextA = vc.LoopStartA | 1;
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if (!(vc.LoopFlags & XAFLAG_LOOP))
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{
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vc.Stop();
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if (IsDevBuild)
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{
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if (SPU2::MsgVoiceOff())
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SPU2::ConLog("* SPU2: Voice Off by EndPoint: %d \n", voiceidx);
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}
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}
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}
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else
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vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
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}
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}
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if (vc.SCurrent == 28)
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{
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vc.SCurrent = 0;
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// We'll need the loop flags and buffer pointers regardless of cache status:
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for (int i = 0; i < 2; i++)
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if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
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SetIrqCall(i);
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s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
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vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
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if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
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{
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vc.LoopStartA = vc.NextA & 0xFFFF8;
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vc.LoopCycle = Cycles;
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}
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const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
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PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
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vc.SBuffer = cacheLine.Sampledata;
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if (cacheLine.Validated && vc.Prev1 == cacheLine.Prev1 && vc.Prev2 == cacheLine.Prev2)
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{
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// Cached block! Read from the cache directly.
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// Make sure to propagate the prev1/prev2 ADPCM:
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vc.Prev1 = vc.SBuffer[27];
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vc.Prev2 = vc.SBuffer[26];
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//ConLog( "* SPU2: Cache Hit! NextA=0x%x, cacheIdx=0x%x\n", vc.NextA, cacheIdx );
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if (IsDevBuild)
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g_counter_cache_hits++;
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}
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else
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{
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// Only flag the cache if it's a non-dynamic memory range.
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if (vc.NextA >= SPU2_DYN_MEMLINE)
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{
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cacheLine.Validated = true;
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cacheLine.Prev1 = vc.Prev1;
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cacheLine.Prev2 = vc.Prev2;
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}
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if (IsDevBuild)
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{
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if (vc.NextA < SPU2_DYN_MEMLINE)
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g_counter_cache_ignores++;
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else
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g_counter_cache_misses++;
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}
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XA_decode_block(vc.SBuffer, memptr, vc.Prev1, vc.Prev2);
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}
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}
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return vc.SBuffer[vc.SCurrent++];
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}
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static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc(thiscore.Voices[voiceidx]);
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IncrementNextA(thiscore, voiceidx);
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if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
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{
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if (vc.LoopFlags & XAFLAG_LOOP_END)
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{
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thiscore.Regs.ENDX |= (1 << voiceidx);
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vc.NextA = vc.LoopStartA | 1;
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}
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else
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vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
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}
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if (vc.SCurrent == 28)
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{
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for (int i = 0; i < 2; i++)
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if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
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SetIrqCall(i);
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vc.LoopFlags = *GetMemPtr(vc.NextA & 0xFFFF8) >> 8; // grab loop flags from the upper byte.
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if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
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vc.LoopStartA = vc.NextA & 0xFFFF8;
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vc.SCurrent = 0;
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}
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vc.SP -= 0x1000 * (4 - (vc.SCurrent & 3));
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vc.SCurrent += 4 - (vc.SCurrent & 3);
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}
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/////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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// //
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// Data is expected to be 16 bit signed (typical stuff!).
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// volume is expected to be 32 bit signed (31 bits with reverse phase)
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// Data is shifted up by 1 bit to give the output an effective 16 bit range.
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static __forceinline s32 ApplyVolume(s32 data, s32 volume)
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{
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//return (volume * data) >> 15;
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return MulShr32(data << 1, volume);
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}
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static __forceinline StereoOut32 ApplyVolume(const StereoOut32& data, const V_VolumeLR& volume)
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{
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return StereoOut32(
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ApplyVolume(data.Left, volume.Left),
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ApplyVolume(data.Right, volume.Right));
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}
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static __forceinline StereoOut32 ApplyVolume(const StereoOut32& data, const V_VolumeSlideLR& volume)
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{
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return StereoOut32(
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ApplyVolume(data.Left, volume.Left.Value),
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ApplyVolume(data.Right, volume.Right.Value));
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}
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static void __forceinline UpdatePitch(uint coreidx, uint voiceidx)
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{
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V_Voice& vc(Cores[coreidx].Voices[voiceidx]);
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s32 pitch;
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// [Air] : re-ordered comparisons: Modulated is much more likely to be zero than voice,
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// and so the way it was before it's have to check both voice and modulated values
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// most of the time. Now it'll just check Modulated and short-circuit past the voice
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// check (not that it amounts to much, but eh every little bit helps).
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if ((vc.Modulated == 0) || (voiceidx == 0))
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pitch = vc.Pitch;
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else
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pitch = std::clamp((vc.Pitch * (32768 + Cores[coreidx].Voices[voiceidx - 1].OutX)) >> 15, 0, 0x3fff);
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pitch = std::min(pitch, 0x3FFF);
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vc.SP += pitch;
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}
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static __forceinline void CalculateADSR(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc(thiscore.Voices[voiceidx]);
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if (vc.ADSR.Phase == 0)
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{
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vc.ADSR.Value = 0;
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return;
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}
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if (!vc.ADSR.Calculate())
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{
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if (IsDevBuild)
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{
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if (SPU2::MsgVoiceOff())
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SPU2::ConLog("* SPU2: Voice Off by ADSR: %d \n", voiceidx);
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}
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vc.Stop();
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}
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pxAssume(vc.ADSR.Value >= 0); // ADSR should never be negative...
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}
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__forceinline static s32 GaussianInterpolate(s32 pv4, s32 pv3, s32 pv2, s32 pv1, s32 i)
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{
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s32 out = 0;
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out = (interpTable[0x0FF - i] * pv4) >> 15;
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out += (interpTable[0x1FF - i] * pv3) >> 15;
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out += (interpTable[0x100 + i] * pv2) >> 15;
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out += (interpTable[0x000 + i] * pv1) >> 15;
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return out;
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}
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static __forceinline s32 GetVoiceValues(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc(thiscore.Voices[voiceidx]);
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while (vc.SP >= 0)
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{
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vc.PV4 = vc.PV3;
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vc.PV3 = vc.PV2;
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vc.PV2 = vc.PV1;
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vc.PV1 = GetNextDataBuffered(thiscore, voiceidx);
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vc.SP -= 0x1000;
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}
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const s32 mu = vc.SP + 0x1000;
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return GaussianInterpolate(vc.PV4, vc.PV3, vc.PV2, vc.PV1, (mu & 0x0ff0) >> 4);
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}
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// This is Dr. Hell's noise algorithm as implemented in pcsxr
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// Supposedly this is 100% accurate
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static __forceinline void UpdateNoise(V_Core& thiscore)
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{
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static const uint8_t noise_add[64] = {
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1, 0, 0, 1, 0, 1, 1, 0,
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1, 0, 0, 1, 0, 1, 1, 0,
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1, 0, 0, 1, 0, 1, 1, 0,
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1, 0, 0, 1, 0, 1, 1, 0,
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0, 1, 1, 0, 1, 0, 0, 1,
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0, 1, 1, 0, 1, 0, 0, 1,
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0, 1, 1, 0, 1, 0, 0, 1,
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0, 1, 1, 0, 1, 0, 0, 1};
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static const uint16_t noise_freq_add[5] = {
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0, 84, 140, 180, 210};
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u32 level = 0x8000 >> (thiscore.NoiseClk >> 2);
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level <<= 16;
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thiscore.NoiseCnt += 0x10000;
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thiscore.NoiseCnt += noise_freq_add[thiscore.NoiseClk & 3];
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if ((thiscore.NoiseCnt & 0xffff) >= noise_freq_add[4])
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{
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thiscore.NoiseCnt += 0x10000;
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thiscore.NoiseCnt -= noise_freq_add[thiscore.NoiseClk & 3];
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}
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if (thiscore.NoiseCnt >= level)
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{
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while (thiscore.NoiseCnt >= level)
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thiscore.NoiseCnt -= level;
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thiscore.NoiseOut = (thiscore.NoiseOut << 1) | noise_add[(thiscore.NoiseOut >> 10) & 63];
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}
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}
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static __forceinline s32 GetNoiseValues(V_Core& thiscore)
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{
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return (s16)thiscore.NoiseOut;
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}
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/////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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// //
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// writes a signed value to the SPU2 ram
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// Performs no cache invalidation -- use only for dynamic memory ranges
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// of the SPU2 (between 0x0000 and SPU2_DYN_MEMLINE)
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static __forceinline void spu2M_WriteFast(u32 addr, s16 value)
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{
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// Fixes some of the oldest hangs in pcsx2's history! :p
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for (int i = 0; i < 2; i++)
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{
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if (Cores[i].IRQEnable && Cores[i].IRQA == addr)
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{
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//printf("Core %d special write IRQ Called (IRQ passed). IRQA = %x\n",i,addr);
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SetIrqCall(i);
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}
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}
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// throw an assertion if the memory range is invalid:
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#ifndef DEBUG_FAST
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pxAssume(addr < SPU2_DYN_MEMLINE);
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#endif
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*GetMemPtr(addr) = value;
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}
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static __forceinline StereoOut32 MixVoice(uint coreidx, uint voiceidx)
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{
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V_Core& thiscore(Cores[coreidx]);
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V_Voice& vc(thiscore.Voices[voiceidx]);
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// If this assertion fails, it mans SCurrent is being corrupted somewhere, or is not initialized
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// properly. Invalid values in SCurrent will cause errant IRQs and corrupted audio.
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pxAssertMsg((vc.SCurrent <= 28) && (vc.SCurrent != 0), "Current sample should always range from 1->28");
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// Most games don't use much volume slide effects. So only call the UpdateVolume
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// methods when needed by checking the flag outside the method here...
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// (Note: Ys 6 : Ark of Nephistm uses these effects)
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vc.Volume.Update();
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// SPU2 Note: The spu2 continues to process voices for eternity, always, so we
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// have to run through all the motions of updating the voice regardless of it's
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// audible status. Otherwise IRQs might not trigger and emulation might fail.
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UpdatePitch(coreidx, voiceidx);
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StereoOut32 voiceOut(0, 0);
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s32 Value = 0;
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if (vc.ADSR.Phase > 0)
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{
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if (vc.Noise)
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Value = GetNoiseValues(thiscore);
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else
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Value = GetVoiceValues(thiscore, voiceidx);
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// Update and Apply ADSR (applies to normal and noise sources)
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//
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// Note! It's very important that ADSR stay as accurate as possible. By the way
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// it is used, various sound effects can end prematurely if we truncate more than
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// one or two bits. Best result comes from no truncation at all, which is why we
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// use a full 64-bit multiply/result here.
|
|
|
|
CalculateADSR(thiscore, voiceidx);
|
|
Value = ApplyVolume(Value, vc.ADSR.Value);
|
|
vc.OutX = Value;
|
|
|
|
if (IsDevBuild)
|
|
DebugCores[coreidx].Voices[voiceidx].displayPeak = std::max(DebugCores[coreidx].Voices[voiceidx].displayPeak, (s32)vc.OutX);
|
|
|
|
voiceOut = ApplyVolume(StereoOut32(Value, Value), vc.Volume);
|
|
}
|
|
else
|
|
{
|
|
while (vc.SP >= 0)
|
|
GetNextDataDummy(thiscore, voiceidx); // Dummy is enough
|
|
}
|
|
|
|
// Write-back of raw voice data (post ADSR applied)
|
|
if (voiceidx == 1)
|
|
spu2M_WriteFast(((0 == coreidx) ? 0x400 : 0xc00) + OutPos, Value);
|
|
else if (voiceidx == 3)
|
|
spu2M_WriteFast(((0 == coreidx) ? 0x600 : 0xe00) + OutPos, Value);
|
|
|
|
return voiceOut;
|
|
}
|
|
|
|
const VoiceMixSet VoiceMixSet::Empty((StereoOut32()), (StereoOut32())); // Don't use SteroOut32::Empty because C++ doesn't make any dep/order checks on global initializers.
|
|
|
|
static __forceinline void MixCoreVoices(VoiceMixSet& dest, const uint coreidx)
|
|
{
|
|
V_Core& thiscore(Cores[coreidx]);
|
|
|
|
for (uint voiceidx = 0; voiceidx < V_Core::NumVoices; ++voiceidx)
|
|
{
|
|
StereoOut32 VVal(MixVoice(coreidx, voiceidx));
|
|
|
|
// Note: Results from MixVoice are ranged at 16 bits.
|
|
|
|
dest.Dry.Left += VVal.Left & thiscore.VoiceGates[voiceidx].DryL;
|
|
dest.Dry.Right += VVal.Right & thiscore.VoiceGates[voiceidx].DryR;
|
|
dest.Wet.Left += VVal.Left & thiscore.VoiceGates[voiceidx].WetL;
|
|
dest.Wet.Right += VVal.Right & thiscore.VoiceGates[voiceidx].WetR;
|
|
}
|
|
}
|
|
|
|
StereoOut32 V_Core::Mix(const VoiceMixSet& inVoices, const StereoOut32& Input, const StereoOut32& Ext)
|
|
{
|
|
MasterVol.Update();
|
|
UpdateNoise(*this);
|
|
|
|
|
|
// Saturate final result to standard 16 bit range.
|
|
const VoiceMixSet Voices(clamp_mix(inVoices.Dry), clamp_mix(inVoices.Wet));
|
|
|
|
// Write Mixed results To Output Area
|
|
spu2M_WriteFast(((0 == Index) ? 0x1000 : 0x1800) + OutPos, Voices.Dry.Left);
|
|
spu2M_WriteFast(((0 == Index) ? 0x1200 : 0x1A00) + OutPos, Voices.Dry.Right);
|
|
spu2M_WriteFast(((0 == Index) ? 0x1400 : 0x1C00) + OutPos, Voices.Wet.Left);
|
|
spu2M_WriteFast(((0 == Index) ? 0x1600 : 0x1E00) + OutPos, Voices.Wet.Right);
|
|
|
|
// Write mixed results to logfile (if enabled)
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
WaveDump::WriteCore(Index, CoreSrc_DryVoiceMix, Voices.Dry);
|
|
WaveDump::WriteCore(Index, CoreSrc_WetVoiceMix, Voices.Wet);
|
|
#endif
|
|
|
|
// Mix in the Input data
|
|
|
|
StereoOut32 TD(
|
|
Input.Left & DryGate.InpL,
|
|
Input.Right & DryGate.InpR);
|
|
|
|
// Mix in the Voice data
|
|
TD.Left += Voices.Dry.Left & DryGate.SndL;
|
|
TD.Right += Voices.Dry.Right & DryGate.SndR;
|
|
|
|
// Mix in the External (nothing/core0) data
|
|
TD.Left += Ext.Left & DryGate.ExtL;
|
|
TD.Right += Ext.Right & DryGate.ExtR;
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Reverberation Effects Processing
|
|
// ----------------------------------------------------------------------------
|
|
// SPU2 has an FxEnable bit which seems to disable all reverb processing *and*
|
|
// output, but does *not* disable the advancing buffers. IRQs are not triggered
|
|
// and reverb is rendered silent.
|
|
//
|
|
// Technically we should advance the buffers even when fx are disabled. However
|
|
// there are two things that make this very unlikely to matter:
|
|
//
|
|
// 1. Any SPU2 app wanting to avoid noise or pops needs to clear the reverb buffers
|
|
// when adjusting settings anyway; so the read/write positions in the reverb
|
|
// buffer after FxEnabled is set back to 1 doesn't really matter.
|
|
//
|
|
// 2. Writes to ESA (and possibly EEA) reset the buffer pointers to 0.
|
|
//
|
|
// On the other hand, updating the buffer is cheap and easy, so might as well. ;)
|
|
|
|
Reverb_AdvanceBuffer(); // Updates the reverb work area as well, if needed.
|
|
|
|
// ToDo:
|
|
// Bad EndA causes memory corruption. Bad for us, unknown on PS2!
|
|
// According to no$psx, effects always run but don't always write back, so the FxEnable check may be wrong
|
|
if (!FxEnable || EffectsEndA >= 0x100000)
|
|
return TD;
|
|
|
|
StereoOut32 TW;
|
|
|
|
// Mix Input, Voice, and External data:
|
|
|
|
TW.Left = Input.Left & WetGate.InpL;
|
|
TW.Right = Input.Right & WetGate.InpR;
|
|
|
|
TW.Left += Voices.Wet.Left & WetGate.SndL;
|
|
TW.Right += Voices.Wet.Right & WetGate.SndR;
|
|
TW.Left += Ext.Left & WetGate.ExtL;
|
|
TW.Right += Ext.Right & WetGate.ExtR;
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
WaveDump::WriteCore(Index, CoreSrc_PreReverb, TW);
|
|
#endif
|
|
|
|
StereoOut32 RV = DoReverb(TW);
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
WaveDump::WriteCore(Index, CoreSrc_PostReverb, RV);
|
|
#endif
|
|
|
|
// Mix Dry + Wet
|
|
// (master volume is applied later to the result of both outputs added together).
|
|
return TD + ApplyVolume(RV, FxVol);
|
|
}
|
|
|
|
// used to throttle the output rate of cache stat reports
|
|
static int p_cachestat_counter = 0;
|
|
|
|
// Gcc does not want to inline it when lto is enabled because some functions growth too much.
|
|
// The function is big enought to see any speed impact. -- Gregory
|
|
#ifndef __POSIX__
|
|
__forceinline
|
|
#endif
|
|
void
|
|
Mix()
|
|
{
|
|
// Note: Playmode 4 is SPDIF, which overrides other inputs.
|
|
StereoOut32 InputData[2] =
|
|
{
|
|
// SPDIF is on Core 0:
|
|
// Fixme:
|
|
// 1. We do not have an AC3 decoder for the bitstream.
|
|
// 2. Games usually provide a normal ADMA stream as well and want to see it getting read!
|
|
/*(PlayMode&4) ? StereoOut32::Empty : */ ApplyVolume(Cores[0].ReadInput(), Cores[0].InpVol),
|
|
|
|
// CDDA is on Core 1:
|
|
(PlayMode & 8) ? StereoOut32::Empty : ApplyVolume(Cores[1].ReadInput(), Cores[1].InpVol)};
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
WaveDump::WriteCore(0, CoreSrc_Input, InputData[0]);
|
|
WaveDump::WriteCore(1, CoreSrc_Input, InputData[1]);
|
|
#endif
|
|
|
|
// Todo: Replace me with memzero initializer!
|
|
VoiceMixSet VoiceData[2] = {VoiceMixSet::Empty, VoiceMixSet::Empty}; // mixed voice data for each core.
|
|
MixCoreVoices(VoiceData[0], 0);
|
|
MixCoreVoices(VoiceData[1], 1);
|
|
|
|
StereoOut32 Ext(Cores[0].Mix(VoiceData[0], InputData[0], StereoOut32::Empty));
|
|
|
|
if ((PlayMode & 4) || (Cores[0].Mute != 0))
|
|
Ext = StereoOut32::Empty;
|
|
else
|
|
{
|
|
Ext = clamp_mix(ApplyVolume(Ext, Cores[0].MasterVol));
|
|
}
|
|
|
|
// Commit Core 0 output to ram before mixing Core 1:
|
|
spu2M_WriteFast(0x800 + OutPos, Ext.Left);
|
|
spu2M_WriteFast(0xA00 + OutPos, Ext.Right);
|
|
|
|
#ifdef PCSX2_DEVBUILD
|
|
WaveDump::WriteCore(0, CoreSrc_External, Ext);
|
|
#endif
|
|
|
|
Ext = ApplyVolume(Ext, Cores[1].ExtVol);
|
|
StereoOut32 Out(Cores[1].Mix(VoiceData[1], InputData[1], Ext));
|
|
|
|
if (PlayMode & 8)
|
|
{
|
|
// Experimental CDDA support
|
|
// The CDDA overrides all other mixer output. It's a direct feed!
|
|
|
|
Out = Cores[1].ReadInput_HiFi();
|
|
//WaveLog::WriteCore( 1, "CDDA-32", OutL, OutR );
|
|
}
|
|
else
|
|
{
|
|
Out.Left = MulShr32(Out.Left, Cores[1].MasterVol.Left.Value);
|
|
Out.Right = MulShr32(Out.Right, Cores[1].MasterVol.Right.Value);
|
|
}
|
|
|
|
// Final Clamp!
|
|
// Like any good audio system, the PS2 pumps the volume and incurs some distortion in its
|
|
// output, giving us a nice thumpy sound at times. So we add 1 above (2x volume pump) and
|
|
// then clamp it all here.
|
|
|
|
// Edit: I'm sorry Jake, but I know of no good audio system that arbitrary distorts and clips
|
|
// output by design.
|
|
// Good thing though that this code gets the volume exactly right, as per tests :)
|
|
Out = clamp_mix(Out);
|
|
|
|
Host::WriteToSoundBuffer(StereoOut16(Out));
|
|
|
|
// Update AutoDMA output positioning
|
|
OutPos++;
|
|
if (OutPos >= 0x200)
|
|
OutPos = 0;
|
|
|
|
if (IsDevBuild)
|
|
{
|
|
p_cachestat_counter++;
|
|
if (p_cachestat_counter > (48000 * 10))
|
|
{
|
|
p_cachestat_counter = 0;
|
|
if (SPU2::MsgCache())
|
|
{
|
|
SPU2::ConLog(" * SPU2 > CacheStats > Hits: %d Misses: %d Ignores: %d\n",
|
|
g_counter_cache_hits,
|
|
g_counter_cache_misses,
|
|
g_counter_cache_ignores);
|
|
}
|
|
|
|
g_counter_cache_hits =
|
|
g_counter_cache_misses =
|
|
g_counter_cache_ignores = 0;
|
|
}
|
|
}
|
|
}
|