cleanup of old sector synth classes

This commit is contained in:
zeromus 2015-07-07 22:33:05 -05:00
parent cc31331bc0
commit 3ebdfaaf78
5 changed files with 2 additions and 230 deletions

View File

@ -537,7 +537,6 @@ namespace BizHawk.Emulation.DiscSystem
//add sectors for the mandatory track 1 pregap, which isn't stored in the CCD file
//TODO - THIS IS JUNK. MORE CORRECTLY SYNTHESIZE IT
var leadin_sector_zero = new Sector_Zero();
for (int i = 0; i < 150; i++)
{
//TODO - YIKES!

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@ -155,7 +155,6 @@ namespace BizHawk.Emulation.DiscSystem
public void Run()
{
//TODO: encode_mode2_form2_sector
var sz = new Sector_Zero();
var leadoutTs = Disc.TOCRaw.LeadoutLBA;
var lastTrackTOCItem = Disc.TOCRaw.TOCItems[Disc.TOCRaw.LastRecordedTrackNumber]; //NOTE: in case LastRecordedTrackNumber is al ie, this will malfunction

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@ -3,9 +3,9 @@ namespace BizHawk.Emulation.DiscSystem
public static class DiscUtils
{
/// <summary>
/// converts the given byte to a BCD value
/// converts the given int to a BCD value
/// </summary>
public static byte BCD_Byte(this byte val)
public static int BCD_Byte(this int val)
{
byte ret = (byte)(val % 10);
ret += (byte)(16 * (val / 10));

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@ -43,7 +43,6 @@ namespace BizHawk.Emulation.DiscSystem
var synth = new SS_MednaDisc();
//make sector interfaces:
var pregap_sector_zero = new Sector_Zero();
for (int i = 0; i < 150; i++)
{
disc.Sectors.Add(synth);

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@ -6,21 +6,6 @@ using System.IO;
namespace BizHawk.Emulation.DiscSystem
{
public interface ISector
{
/// <summary>
/// reads the entire sector, raw
/// </summary>
int Read_2352(byte[] buffer, int offset);
/// <summary>
/// reads 2048 bytes of userdata.. precisely what this means isnt always 100% certain (for instance mode2 form 0 has 2336 bytes of userdata instead of 2048)..
/// ..but its certain enough for this to be useful
/// THIS IS SO ANNOYING!!!! UGH!!!!!!!!!
/// </summary>
int Read_2048(byte[] buffer, int offset);
}
/// <summary>
/// Indicates which part of a sector are needing to be synthesized.
/// Sector synthesis may create too much data, but this is a hint as to what's needed
@ -143,214 +128,4 @@ namespace BizHawk.Emulation.DiscSystem
public long[] BlobOffsets;
public MednaDisc MednaDisc;
}
class SS_Multi : ISectorSynthJob2448
{
public List<ISectorSynthJob2448> Agenda = new List<ISectorSynthJob2448>();
public void Synth(SectorSynthJob job)
{
foreach (var a in Agenda)
{
a.Synth(job);
}
}
}
/// <summary>
/// this ISector is dumb and only knows how to drag chunks off a source blob
/// TODO - garbage, delete me
/// </summary>
public class Sector_RawBlob : ISector
{
public IBlob Blob;
public long Offset;
public int Read_2352(byte[] buffer, int offset)
{
return Blob.Read(Offset, buffer, offset, 2352);
}
public int Read_2048(byte[] buffer, int offset)
{
//this depends on CD-XA mode and such. so we need to read the mode bytes
//HEY!!!!!! SHOULD THIS BE DONE BASED ON THE CLAIMED TRACK TYPE, OR ON WHATS IN THE SECTOR?
//this is kind of a function of the CD reader.. it's not clear how this function should work.
//YIKES!!!!!!!!!!!!!!
//well, we need to scrutinize it for CCD files anyway, so...
//this sucks.
//read mode byte, use that to determine what kind of sector this is
Blob.Read(Offset + 15, buffer, 0, 1);
byte mode = buffer[0];
if(mode == 1)
return Blob.Read(Offset + 16, buffer, offset, 2048);
else
return Blob.Read(Offset + 24, buffer, offset, 2048); //PSX assumptions about CD-XA.. BAD BAD BAD
}
}
/// <summary>
/// this ISector always returns zeroes
/// (not even SYNC stuff is set.... pretty bogus and useless, this)
/// </summary>
class Sector_Zero : ISector
{
public int Read_2352(byte[] buffer, int offset)
{
Array.Clear(buffer, 0, 2352);
return 2352;
}
public int Read_2048(byte[] buffer, int offset)
{
Array.Clear(buffer, 0, 2048);
return 2048;
}
}
abstract class Sector_Mode1_or_Mode2_2352 : ISector
{
public ISector BaseSector;
public abstract int Read_2352(byte[] buffer, int offset);
public abstract int Read_2048(byte[] buffer, int offset);
}
/// <summary>
/// This ISector is a raw MODE1 sector
/// </summary>
class Sector_Mode1_2352 : Sector_Mode1_or_Mode2_2352
{
public override int Read_2352(byte[] buffer, int offset)
{
return BaseSector.Read_2352(buffer, offset);
}
public override int Read_2048(byte[] buffer, int offset)
{
//to get 2048 bytes out of this sector type, start 16 bytes in
int ret = BaseSector.Read_2352(TempSector, 0);
Buffer.BlockCopy(TempSector, 16, buffer, offset, 2048);
System.Diagnostics.Debug.Assert(buffer != TempSector);
return 2048;
}
[ThreadStatic]
static byte[] TempSector = new byte[2352];
}
/// <summary>
/// this ISector is a raw MODE2 sector. could be form 0,1,2... who can say? supposedly:
/// To tell the different Mode 2s apart you have to examine bytes 16-23 of the sector (the first 8 bytes of Mode Data).
/// If bytes 16-19 are not the same as 20-23, then it is Mode 2. If they are equal and bit 5 is on (0x20), then it is Mode 2 Form 2. Otherwise it is Mode 2 Form 1.
/// ...but we're not using this information in any way
/// </summary>
class Sector_Mode2_2352 : Sector_Mode1_or_Mode2_2352
{
public override int Read_2352(byte[] buffer, int offset)
{
return BaseSector.Read_2352(buffer, offset);
}
public override int Read_2048(byte[] buffer, int offset)
{
//to get 2048 bytes out of this sector type, start 24 bytes in
int ret = BaseSector.Read_2352(TempSector, 0);
Buffer.BlockCopy(TempSector, 24, buffer, offset, 2048);
System.Diagnostics.Debug.Assert(buffer != TempSector);
return 2048;
}
[ThreadStatic]
static byte[] TempSector = new byte[2352];
}
//a blob that also has an ECM cache associated with it. maybe one day.
//UHHH this is kind of redundant right now... see how Sector_Mode1_2048 manages its own cache
class ECMCacheBlob
{
public ECMCacheBlob(IBlob blob)
{
BaseBlob = blob;
}
public IBlob BaseBlob;
}
/// <summary>
/// transforms Mode1/2048 -> Mode1/2352
/// </summary>
class Sector_Mode1_2048 : ISector
{
public Sector_Mode1_2048(int ABA)
{
byte aba_min = (byte)(ABA / 60 / 75);
byte aba_sec = (byte)((ABA / 75) % 60);
byte aba_frac = (byte)(ABA % 75);
bcd_aba_min = aba_min.BCD_Byte();
bcd_aba_sec = aba_sec.BCD_Byte();
bcd_aba_frac = aba_frac.BCD_Byte();
}
byte bcd_aba_min, bcd_aba_sec, bcd_aba_frac;
public ECMCacheBlob Blob;
public long Offset;
byte[] extra_data;
bool has_extra_data;
public int Read_2048(byte[] buffer, int offset)
{
//this is easy. we only have 2048 bytes, and 2048 bytes were requested
return Blob.BaseBlob.Read(Offset, buffer, offset, 2048);
}
public int Read_2352(byte[] buffer, int offset)
{
//user data
int read = Blob.BaseBlob.Read(Offset, buffer, offset + 16, 2048);
//if we read the 2048 physical bytes OK, then return the complete sector
if (read == 2048 && has_extra_data)
{
Buffer.BlockCopy(extra_data, 0, buffer, offset, 16);
Buffer.BlockCopy(extra_data, 16, buffer, offset + 2064, 4 + 8 + 172 + 104);
return 2352;
}
//sync
buffer[offset + 0] = 0x00; buffer[offset + 1] = 0xFF; buffer[offset + 2] = 0xFF; buffer[offset + 3] = 0xFF;
buffer[offset + 4] = 0xFF; buffer[offset + 5] = 0xFF; buffer[offset + 6] = 0xFF; buffer[offset + 7] = 0xFF;
buffer[offset + 8] = 0xFF; buffer[offset + 9] = 0xFF; buffer[offset + 10] = 0xFF; buffer[offset + 11] = 0x00;
//sector address
buffer[offset + 12] = bcd_aba_min;
buffer[offset + 13] = bcd_aba_sec;
buffer[offset + 14] = bcd_aba_frac;
//mode 1
buffer[offset + 15] = 1;
//calculate EDC and poke into the sector
uint edc = ECM.EDC_Calc(buffer, offset, 2064);
ECM.PokeUint(buffer, 2064, edc);
//intermediate
for (int i = 0; i < 8; i++) buffer[offset + 2068 + i] = 0;
//ECC
ECM.ECC_Populate(buffer, offset, buffer, offset, false);
//VALIDATION - check our homemade algorithms against code derived from ECM
////EDC
//GPL_ECM.edc_validateblock(buffer, 2064, buffer, offset + 2064);
////ECC
//GPL_ECM.ecc_validate(buffer, offset, false);
//if we read the 2048 physical bytes OK, then return the complete sector
if (read == 2048)
{
extra_data = new byte[16 + 4 + 8 + 172 + 104]; //aka 2048
Buffer.BlockCopy(buffer, 0, extra_data, 0, 16);
Buffer.BlockCopy(buffer, 2064, extra_data, 16, 4 + 8 + 172 + 104);
has_extra_data = true;
return 2352;
}
//otherwise, return a smaller value to indicate an error
else return read;
}
}
}