bsnes/sfc/alt/dsp/serialization.cpp

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Updated to 20100813 release. byuu says: Since we're now talking about three splits, that's getting a bit out of hand. This WIP combines everything back into one project again. Added the src/fast folder that has all the speed-oriented cores. A slight slowdown to csnes from what it was before, I'm using blargg's accurate DSP. I just don't like the idea of releasing a less accurate DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize yet. I moved back to snes_spc 0.9.0 because I care more about Tales and Star Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes, expect it to sound like it does on Snes9X. In other words, don't wear headphones if you value your hearing. The middle-of-the-road bsnes core uses blargg's accurate DSP, because it's about 3% faster than mine which removes all of blargg's optimizations. There is absolutely no accuracy loss here. bsnes v067.20 that is included should be equal to v067 official. Performance: Code: asnes = 58fps bsnes = 172fps +2.97x csnes = 274fps +1.59x +4.72x The binaries are not profiled, so that's an additional 15% slower from the previous builds. Save states only work on asnes, as I don't know how to serialize blargg's cores yet. The copy_func thing is very confusing to me for some reason. The debugger won't work anywhere. Outside of that, please go ahead and bug test. Once I get the debugger and save states working, I'll build some profiled v1.0 releases for all three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
#ifdef DSP_CPP
static void dsp_state_save(unsigned char **out, void *in, size_t size) {
memcpy(*out, in, size);
*out += size;
}
Updated to v067r25 release. byuu says: Removed snes_spc, and the fast/smp + fast/dsp wrappers around it. Cloned dsp to fast/dsp, and re-added the state machine, affects Compatibility and Performance cores. Added debugger support to fast/cpu, with full properties list and Qt debugger functionality. Rewrote all debugger property functions to return data directly: - this avoids some annoying conflicts where ChipDebugger::foo() overshadows Chip::foo() - this removes the need for an extra 20-200 functions per debugger core - this makes the overall code size a good bit smaller - this currently makes PPU::oam_basesize() inaccessible, so the OAM viewer will show wrong sprite sizes Used an evil trick to simplify MMIO read/write address decoding: - MMIO *mmio[0x8000], where only 0x2000-5fff are used, allows direct indexing without -0x2000 adjust So end result: both save states and debugger support work on all three cores now. Dual Orb II sound is fixed. The speed hit was worse than I thought, -7% for compatibility, and -10% for performance. At this point, the compatibility core is the exact same code and speed as v067 official, and the performance core is now only ~36-40% faster than the compatibility core. Sigh, so much for my dream of using this on my netbook. At 53fps average now, compared to 39fps before. Profiling will only get that to ~58fps, and that's way too low for the more intensive scenes (Zelda 3 rain, CT black omen, etc.) It would probably be a good idea to find out why my DSP is so much slower than blargg's, given that it's based upon the same code. The simple ring buffer stuff can't possibly slow things down that much. More precisely, it would probably be best to leave blargg's DSP in the performance core since it's a pretty minor issue, but then I'd have to have three DSPs: accuracy=threaded, compatibility=state-machine, performance=blargg. Too much hassle. Only code in the core emulator now that wasn't at the very least rewritten for bsnes would be the DSP-3 and DSP-4 modules, which are really, really lazily done #define hacks around the original C code.
2010-08-19 06:54:15 +00:00
static void dsp_state_load(unsigned char **in, void *out, size_t size) {
memcpy(out, *in, size);
*in += size;
}
Updated to v067r25 release. byuu says: Removed snes_spc, and the fast/smp + fast/dsp wrappers around it. Cloned dsp to fast/dsp, and re-added the state machine, affects Compatibility and Performance cores. Added debugger support to fast/cpu, with full properties list and Qt debugger functionality. Rewrote all debugger property functions to return data directly: - this avoids some annoying conflicts where ChipDebugger::foo() overshadows Chip::foo() - this removes the need for an extra 20-200 functions per debugger core - this makes the overall code size a good bit smaller - this currently makes PPU::oam_basesize() inaccessible, so the OAM viewer will show wrong sprite sizes Used an evil trick to simplify MMIO read/write address decoding: - MMIO *mmio[0x8000], where only 0x2000-5fff are used, allows direct indexing without -0x2000 adjust So end result: both save states and debugger support work on all three cores now. Dual Orb II sound is fixed. The speed hit was worse than I thought, -7% for compatibility, and -10% for performance. At this point, the compatibility core is the exact same code and speed as v067 official, and the performance core is now only ~36-40% faster than the compatibility core. Sigh, so much for my dream of using this on my netbook. At 53fps average now, compared to 39fps before. Profiling will only get that to ~58fps, and that's way too low for the more intensive scenes (Zelda 3 rain, CT black omen, etc.) It would probably be a good idea to find out why my DSP is so much slower than blargg's, given that it's based upon the same code. The simple ring buffer stuff can't possibly slow things down that much. More precisely, it would probably be best to leave blargg's DSP in the performance core since it's a pretty minor issue, but then I'd have to have three DSPs: accuracy=threaded, compatibility=state-machine, performance=blargg. Too much hassle. Only code in the core emulator now that wasn't at the very least rewritten for bsnes would be the DSP-3 and DSP-4 modules, which are really, really lazily done #define hacks around the original C code.
2010-08-19 06:54:15 +00:00
void DSP::serialize(serializer &s) {
Thread::serialize(s);
s.array(samplebuffer);
unsigned char state[SPC_DSP::state_size];
unsigned char *p = state;
memset(&state, 0, SPC_DSP::state_size);
if(s.mode() == serializer::Save) {
spc_dsp.copy_state(&p, dsp_state_save);
s.array(state);
} else if(s.mode() == serializer::Load) {
s.array(state);
spc_dsp.copy_state(&p, dsp_state_load);
} else {
s.array(state);
Updated to v067r21 release. byuu says: This moves toward a profile-selection mode. Right now, it is incomplete. There are three binaries, one for each profile. The GUI selection doesn't actually do anything yet. There will be a launcher in a future release that loads each profile's respective binary. I reverted away from blargg's SMP library for the time being, in favor of my own. This will fix most of the csnes/bsnes-performance bugs. This causes a 10% speed hit on 64-bit platforms, and a 15% speed hit on 32-bit platforms. I hope to be able to regain that speed in the future, I may also experiment with creating my own fast-SMP core which drops bus hold delays and TEST register support (never used by anything, ever.) Save states now work in all three cores, but they are not cross-compatible. The profile name is stored in the description field of the save states, and it won't load a state if the profile name doesn't match. The debugger only works on the research target for now. Give it time and it will return for the other targets. Other than that, let's please resume testing on all three once again. See how far we get this time :) I can confirm the following games have issues on the performance profile: - Armored Police Metal Jacket (minor logo flickering, not a big deal) - Chou Aniki (won't start, so obviously unplayable) - Robocop vs The Terminator (major in-game flickering, unplayable) Anyone still have that gigantic bsnes thread archive from the ZSNES forum? Maybe I posted about how to fix those two broken games in there, heh. I really want to release this as v1.0, but my better judgment says we need to give it another week. Damn.
2010-10-20 11:22:44 +00:00
}
Updated to 20100813 release. byuu says: Since we're now talking about three splits, that's getting a bit out of hand. This WIP combines everything back into one project again. Added the src/fast folder that has all the speed-oriented cores. A slight slowdown to csnes from what it was before, I'm using blargg's accurate DSP. I just don't like the idea of releasing a less accurate DSP core than Snes9X v1.52 has. Plus the fast DSP core doesn't serialize yet. I moved back to snes_spc 0.9.0 because I care more about Tales and Star Ocean than I do about Earthworm Jim 2. So if you try EWJ2 on csnes, expect it to sound like it does on Snes9X. In other words, don't wear headphones if you value your hearing. The middle-of-the-road bsnes core uses blargg's accurate DSP, because it's about 3% faster than mine which removes all of blargg's optimizations. There is absolutely no accuracy loss here. bsnes v067.20 that is included should be equal to v067 official. Performance: Code: asnes = 58fps bsnes = 172fps +2.97x csnes = 274fps +1.59x +4.72x The binaries are not profiled, so that's an additional 15% slower from the previous builds. Save states only work on asnes, as I don't know how to serialize blargg's cores yet. The copy_func thing is very confusing to me for some reason. The debugger won't work anywhere. Outside of that, please go ahead and bug test. Once I get the debugger and save states working, I'll build some profiled v1.0 releases for all three, and we can test that for a bit and then release.
2010-10-20 11:20:39 +00:00
}
#endif