bsnes/higan/sfc/dsp/dsp.cpp

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#include <sfc/sfc.hpp>
namespace SuperFamicom {
DSP dsp;
#define REG(n) state.regs[n]
#define VREG(n) state.regs[v.vidx + n]
#include "gaussian.cpp"
#include "counter.cpp"
#include "envelope.cpp"
#include "brr.cpp"
#include "misc.cpp"
#include "voice.cpp"
#include "echo.cpp"
#include "serialization.cpp"
DSP::DSP() {
static_assert(sizeof(int) >= 32 / 8, "int >= 32-bits");
static_assert((int8_t)0x80 == -0x80, "8-bit sign extension");
static_assert((int16_t)0x8000 == -0x8000, "16-bit sign extension");
static_assert((uint16_t)0xffff0000 == 0, "16-bit unsigned clip");
static_assert((-1 >> 1) == -1, "arithmetic shift right");
//-0x8000 <= n <= +0x7fff
assert(sclamp<16>(+0x8000) == +0x7fff);
assert(sclamp<16>(-0x8001) == -0x8000);
}
/* timing */
auto DSP::step(uint clocks) -> void {
clock += clocks;
}
auto DSP::synchronizeSMP() -> void {
Update to v098r01 release. byuu says: Changelog: - SFC: balanced profile removed - SFC: performance profile removed - SFC: code for handling non-threaded CPU, SMP, DSP, PPU removed - SFC: Coprocessor, Controller (and expansion port) shared Thread code merged to SFC::Cothread - Cothread here just means "Thread with CPU affinity" (couldn't think of a better name, sorry) - SFC: CPU now has vector<Thread*> coprocessors, peripherals; - this is the beginning of work to allow expansion port devices to be dynamically changed at run-time - ruby: all audio drivers default to 48000hz instead of 22050hz now if no frequency is assigned - note: the WASAPI driver can default to whatever the native frequency is; doesn't have to be 48000hz - tomoko: removed the ability to change the frequency from the UI (but it will display the frequency used) - tomoko: removed the timing settings panel - the goal is to work toward smooth video via adaptive sync - the model is broken by not being in control of the audio frequency anyway - it's further broken by PAL running at 50hz and WSC running at 75hz - it was always broken anyway by SNES interlace timing varying from progressive timing - higan: audio/ stub created (for now, it's just nall/dsp/ moved here and included as a header) - higan: video/ stub created - higan/GNUmakefile: now includes build rules for essential components (libco, emulator, audio, video) The audio changes are in preparation to merge wareya's awesome WASAPI work without the need for the nall/dsp resampler.
2016-04-09 03:40:12 +00:00
if(clock >= 0 && !scheduler.synchronizing()) co_switch(smp.thread);
}
auto DSP::Enter() -> void {
while(true) scheduler.synchronize(), dsp.main();
}
auto DSP::main() -> void {
voice5(voice[0]);
voice2(voice[1]);
tick();
voice6(voice[0]);
voice3(voice[1]);
tick();
voice7(voice[0]);
voice4(voice[1]);
voice1(voice[3]);
tick();
voice8(voice[0]);
voice5(voice[1]);
voice2(voice[2]);
tick();
voice9(voice[0]);
voice6(voice[1]);
voice3(voice[2]);
tick();
voice7(voice[1]);
voice4(voice[2]);
voice1(voice[4]);
tick();
voice8(voice[1]);
voice5(voice[2]);
voice2(voice[3]);
tick();
voice9(voice[1]);
voice6(voice[2]);
voice3(voice[3]);
tick();
voice7(voice[2]);
voice4(voice[3]);
voice1(voice[5]);
tick();
voice8(voice[2]);
voice5(voice[3]);
voice2(voice[4]);
tick();
voice9(voice[2]);
voice6(voice[3]);
voice3(voice[4]);
tick();
voice7(voice[3]);
voice4(voice[4]);
voice1(voice[6]);
tick();
voice8(voice[3]);
voice5(voice[4]);
voice2(voice[5]);
tick();
voice9(voice[3]);
voice6(voice[4]);
voice3(voice[5]);
tick();
voice7(voice[4]);
voice4(voice[5]);
voice1(voice[7]);
tick();
voice8(voice[4]);
voice5(voice[5]);
voice2(voice[6]);
tick();
voice9(voice[4]);
voice6(voice[5]);
voice3(voice[6]);
tick();
voice1(voice[0]);
voice7(voice[5]);
voice4(voice[6]);
tick();
voice8(voice[5]);
voice5(voice[6]);
voice2(voice[7]);
tick();
voice9(voice[5]);
voice6(voice[6]);
voice3(voice[7]);
tick();
voice1(voice[1]);
voice7(voice[6]);
voice4(voice[7]);
tick();
voice8(voice[6]);
voice5(voice[7]);
voice2(voice[0]);
tick();
voice3a(voice[0]);
voice9(voice[6]);
voice6(voice[7]);
echo22();
tick();
voice7(voice[7]);
echo23();
tick();
voice8(voice[7]);
echo24();
tick();
voice3b(voice[0]);
voice9(voice[7]);
echo25();
tick();
echo26();
tick();
misc27();
echo27();
tick();
misc28();
echo28();
tick();
misc29();
echo29();
tick();
misc30();
voice3c(voice[0]);
echo30();
tick();
voice4(voice[0]);
voice1(voice[2]);
tick();
}
auto DSP::tick() -> void {
step(3 * 8);
synchronizeSMP();
}
/* register interface for S-SMP $00f2,$00f3 */
auto DSP::mute() const -> bool {
return REG(FLG) & 0x40;
}
auto DSP::read(uint8 addr) -> uint8 {
return REG(addr);
}
auto DSP::write(uint8 addr, uint8 data) -> void {
REG(addr) = data;
if((addr & 0x0f) == ENVX) {
state.envxBuffer = data;
} else if((addr & 0x0f) == OUTX) {
state.outxBuffer = data;
} else if(addr == KON) {
state.konBuffer = data;
} else if(addr == ENDX) {
//always cleared, regardless of data written
state.endxBuffer = 0;
REG(ENDX) = 0;
}
}
/* initialization */
auto DSP::power() -> void {
Update to v098r04 release. byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
memory::fill(&state, sizeof(State));
for(auto n : range(8)) {
Update to v098r04 release. byuu says: Changelog: - SFC: fixed behavior of 21fx $21fe register when no device is connected (must return zero) - SFC: reduced 21fx buffer size to 1024 bytes in both directions to mirror the FT232H we are using - SFC: eliminated dsp/modulo-array.hpp [1] - higan: implemented higan/video interface and migrated all cores to it [2] [1] the echo history buffer was 8-bytes, so there was no need for it at all here. Not sure what I was thinking. The BRR buffer was 12-bytes, and has very weird behavior ... but there's only a single location in the code where it actually writes to this buffer. It's much easier to just write to the buffer three times there instead of implementing an entire class just to abstract away two lines of code. This change actually boosted the speed from ~124.5fps to around ~127.5fps, but that's within the margin of error for GCC. I doubt it's actually faster this way. The DSP core could really use a ton of work. It comes from a port of blargg's spc_dsp to my coding style, but he was extremely fond of using 32-bit signed integers everywhere. There's a lot of opportunity to remove red tape masking by resizing the variables to their actual state sizes. I really need to find where I put spc_dsp6.sfc from blargg. It's a great test to verify if I've made any mistakes in my implementation that would cause regressions. Don't suppose anyone has it? [2] so again, the idea is that higan/audio and higan/video are going to sit between the emulation cores and the user interfaces. The hope is to output raw encoding data from the emulation cores without having to worry about the video display format (generally 24-bit RGB) of the host display. And also to avoid having to repeat myself with eg three separate implementations of interframe blending, and so on. Furthermore, the idea is that the user interface can configure its side of the settings, and the emulation cores can configure their sides. Thus, neither has to worry about the other end. And now we can spin off new user interfaces much easier without having to mess with all of these things. Right now, I've implemented color emulation, interframe blending and SNES horizontal color bleed. I did not implement scanlines (and interlace effects for them) yet, but I probably will at some point. Further, for right now, the WonderSwan/Color screen rotation is busted and will only show games in the horizontal orientation. Obviously this must be fixed before the next official release, but I'll want to think about how to implement it. Also, the SNES light gun pointers are missing for now. Things are a bit messy right now as I've gone through several revisions of how to handle these things, so a good house cleaning is in order once everything is feature-complete again. I need to sit down and think through how and where I want to handle things like light gun cursors, LCD icons, and maybe even rasterized text messages. And obviously ... higan/audio is still just nall::DSP's headers. I need to revamp that whole interface. I want to make it quite powerful with a true audio mixer so I can handle things like SNES+SGB+MSU1+Voicer-Kun+SNES-CD (five separate audio streams at once.) The video system has the concept of "effects" for things like color bleed and interframe blending. I want to extend on this with useful other effects, such as NTSC simulation, maybe bringing back my mini-HQ2x filter, etc. I'd also like to restore the saturation/gamma/luma adjustment sliders ... I always liked allowing people to compensate for their displays without having to change settings system-wide. Lastly, I've always wanted to see some audio effects. Although I doubt we'll ever get my dream of CoreAudio-style profiles, I'd like to get some basic equalizer settings and echo/reverb effects in there.
2016-04-11 21:29:56 +00:00
memory::fill(&voice[n], sizeof(Voice));
voice[n].brrOffset = 1;
voice[n].vbit = 1 << n;
voice[n].vidx = n * 0x10;
}
}
auto DSP::reset() -> void {
create(Enter, system.apuFrequency());
stream = Emulator::audio.createStream(2, system.apuFrequency() / 768.0);
REG(FLG) = 0xe0;
state.noise = 0x4000;
state.echoHistoryOffset = 0;
state.everyOtherSample = 1;
state.echoOffset = 0;
state.counter = 0;
}
#undef REG
#undef VREG
}