Assorted cleanup, perf counter logging, and minor fixes that have been accumulating on my hdd :p

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3663 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-07-03 18:33:28 +00:00
parent 7ec0a3a5e8
commit 90a2096a24
17 changed files with 383 additions and 293 deletions

View File

@ -299,10 +299,14 @@ bool CBoot::BootUp()
}
// load image or create virtual drive from directory
if (!_StartupPara.m_strDVDRoot.empty())
if (!_StartupPara.m_strDVDRoot.empty()) {
NOTICE_LOG(BOOT, "Setting DVDroot %s", _StartupPara.m_strDefaultGCM.c_str());
VolumeHandler::SetVolumeDirectory(_StartupPara.m_strDVDRoot, elfWii);
else if (!_StartupPara.m_strDefaultGCM.empty())
}
else if (!_StartupPara.m_strDefaultGCM.empty()) {
NOTICE_LOG(BOOT, "Loading default ISO %s", _StartupPara.m_strDefaultGCM.c_str());
VolumeHandler::SetVolumeName(_StartupPara.m_strDefaultGCM);
}
else
VolumeHandler::SetVolumeDirectory(_StartupPara.m_strFilename, elfWii);
@ -313,6 +317,9 @@ bool CBoot::BootUp()
Boot_ELF(_StartupPara.m_strFilename.c_str());
UpdateDebugger_MapLoaded();
Debugger::AddAutoBreakpoints();
HLE::PatchFunctions();
}
break;

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@ -342,10 +342,7 @@ THREAD_RETURN CpuThread(void *pArg)
}
// Initalize plugins and create emulation thread
// Call browser: Init():g_EmuThread(). See the BootManager.cpp file description for a complete call schedule.
THREAD_RETURN EmuThread(void *pArg)
{
@ -387,7 +384,6 @@ THREAD_RETURN EmuThread(void *pArg)
VideoInitialize.pBBox = &PixelEngine::bbox[0];
VideoInitialize.pBBoxActive = &PixelEngine::bbox_active;
// May be needed for Stop and Start
#ifdef SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
Plugins.FreeVideo();
@ -414,6 +410,7 @@ THREAD_RETURN EmuThread(void *pArg)
dspInit.pEmulatorState = (int *)PowerPC::GetStatePtr();
dspInit.bWii = _CoreParameter.bWii;
dspInit.bOnThread = _CoreParameter.bDSPThread;
// May be needed for Stop and Start
#ifdef SETUP_FREE_DSP_PLUGIN_ON_BOOT
Plugins.FreeDSP();

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@ -263,6 +263,7 @@ void Read16(u16& _rReturnValue, const u32 _Address)
, m_CPStatusReg.UnderflowLoWatermark ? "ON" : "OFF"
);
return;
case CTRL_REGISTER: _rReturnValue = m_CPCtrlReg.Hex; return;
case CLEAR_REGISTER: _rReturnValue = m_CPClearReg.Hex; return;
@ -314,27 +315,31 @@ void Read16(u16& _rReturnValue, const u32 _Address)
_rReturnValue = ReadHigh(fifo.CPWritePointer);
DEBUG_LOG(COMMANDPROCESSOR, "read FIFO_READ_POINTER_HI : %04x", _rReturnValue);
return;
case FIFO_BP_LO: _rReturnValue = ReadLow (fifo.CPBreakpoint); return;
case FIFO_BP_HI: _rReturnValue = ReadHigh(fifo.CPBreakpoint); return;
// case 0x42: // first metric reg (I guess) read in case of "fifo unknown state"
// Crash();
// return;
case CP_PERF0_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF0_L: %04x", _rReturnValue); break; // XF counters
case CP_PERF0_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF0_H: %04x", _rReturnValue); break;
case CP_PERF1_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF1_L: %04x", _rReturnValue); break;
case CP_PERF1_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF1_H: %04x", _rReturnValue); break;
case CP_PERF2_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF2_L: %04x", _rReturnValue); break;
case CP_PERF2_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF2_H: %04x", _rReturnValue); break;
case CP_PERF3_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF3_L: %04x", _rReturnValue); break;
case CP_PERF3_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF3_H: %04x", _rReturnValue); break;
// case 0x64:
// return 4; //Number of clocks per vertex.. todo: calculate properly
//add all the other regs here? are they ever read?
default:
{
// char szTemp[111];
// sprintf(szTemp, "CCommandProcessor 0x%x", (_Address&0xFFF));
// MessageBox(NULL, szTemp, "mm", MB_OK);
}
WARN_LOG(COMMANDPROCESSOR, "(r16) unknown CP reg @ %08x", _Address);
_rReturnValue = 0;
return;
}
}
bool AllowIdleSkipping()
@ -462,11 +467,18 @@ void Write16(const u16 _Value, const u32 _Address)
}
break;
case PERF_SELECT:
{
WARN_LOG(COMMANDPROCESSOR, "write to PERF_SELECT: %04x", _Value);
// Seems to select which set of perf counters should be exposed.
}
break;
case CLEAR_REGISTER:
{
// ????
UCPClearReg tmpClearReg(_Value);
m_CPClearReg.Hex = 0;
INFO_LOG(COMMANDPROCESSOR,"\t write to CLEAR_REGISTER : %04x",_Value);
}
break;
@ -556,6 +568,8 @@ void Write16(const u16 _Value, const u32 _Address)
//WriteLow((u32 &)fifo.CPReadWriteDistance, _Value);
DEBUG_LOG(COMMANDPROCESSOR,"try to write to FIFO_RW_DISTANCE_LO : %04x", _Value);
break;
default:
WARN_LOG(COMMANDPROCESSOR, "(w16) unknown CP reg write %04x @ %08x", _Value, _Address);
}
// TODO(mb2): better. Check if it help: avoid CPReadPointer overwrites when stupidly done like in Super Monkey Ball

View File

@ -31,6 +31,7 @@ enum
STATUS_REGISTER = 0x00,
CTRL_REGISTER = 0x02,
CLEAR_REGISTER = 0x04,
PERF_SELECT = 0x06,
FIFO_TOKEN_REGISTER = 0x0E,
FIFO_BOUNDING_BOX_LEFT = 0x10,
FIFO_BOUNDING_BOX_RIGHT = 0x12,
@ -51,7 +52,15 @@ enum
FIFO_READ_POINTER_LO = 0x38,
FIFO_READ_POINTER_HI = 0x3A,
FIFO_BP_LO = 0x3C,
FIFO_BP_HI = 0x3E
FIFO_BP_HI = 0x3E,
CP_PERF0_L = 0x40,
CP_PERF0_H = 0x42,
CP_PERF1_L = 0x44,
CP_PERF1_H = 0x46,
CP_PERF2_L = 0x48,
CP_PERF2_H = 0x4a,
CP_PERF3_L = 0x4c,
CP_PERF3_H = 0x4e,
};
extern SCPFifoStruct fifo;

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@ -216,6 +216,21 @@ void Read16(u16& _uReturnValue, const u32 _iAddress)
case PE_BBOX_TOP: _uReturnValue = bbox[2]; INFO_LOG(PIXELENGINE, "R: BBOX_TOP = %i", bbox[2]); bbox_active = false; break;
case PE_BBOX_BOTTOM: _uReturnValue = bbox[3]; INFO_LOG(PIXELENGINE, "R: BBOX_BOTTOM = %i", bbox[3]); bbox_active = false; break;
case PE_PERF_0L:
case PE_PERF_0H:
case PE_PERF_1L:
case PE_PERF_1H:
case PE_PERF_2L:
case PE_PERF_2H:
case PE_PERF_3L:
case PE_PERF_3H:
case PE_PERF_4L:
case PE_PERF_4H:
case PE_PERF_5L:
case PE_PERF_5H:
WARN_LOG(PIXELENGINE, "(r16) perf counter @ %08x", _iAddress);
break;
default:
WARN_LOG(PIXELENGINE, "(r16) unknown @ %08x", _iAddress);
_uReturnValue = 1;

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@ -35,6 +35,20 @@ enum
PE_BBOX_RIGHT = 0x12, // Flip Right
PE_BBOX_TOP = 0x14, // Flip Top
PE_BBOX_BOTTOM = 0x16, // Flip Bottom
// These have not yet been RE:d. They are the perf counters.
PE_PERF_0L = 0x18,
PE_PERF_0H = 0x1a,
PE_PERF_1L = 0x1c,
PE_PERF_1H = 0x1e,
PE_PERF_2L = 0x20,
PE_PERF_2H = 0x22,
PE_PERF_3L = 0x24,
PE_PERF_3H = 0x26,
PE_PERF_4L = 0x28,
PE_PERF_4H = 0x2a,
PE_PERF_5L = 0x2c,
PE_PERF_5H = 0x2e,
};
namespace PixelEngine

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@ -22,7 +22,6 @@
#define _GLOBALS_H
#include "Common.h"
#include "svnrev.h"
// Constant Colors
const unsigned long COLOR_GRAY = 0xDCDCDC;

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@ -15,6 +15,7 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "svnrev.h"
#include "Globals.h"
#include "InfoWindow.h"
#include "CPUDetect.h"

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@ -26,6 +26,8 @@
// Mash together all the inputs that contribute to the code of a generated pixel shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
{
u32 projtexcoords = 0;
@ -320,8 +322,8 @@ static const char *tevAInputTable2[] = // CA
static const char *tevRasTable[] =
{
"colors[0]",
"colors[1]",
"colors_0",
"colors_1",
"ERROR", //2
"ERROR", //3
"ERROR", //4
@ -356,7 +358,6 @@ static char text[16384];
static void BuildSwapModeTable()
{
//bpmem.tevregs[0].
for (int i = 0; i < 4; i++)
{
swapModeTable[i][0] = swapColors[bpmem.tevksel[i*2].swap1];
@ -442,7 +443,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
WRITE(p, " in float%d uv%d : TEXCOORD%d, \n", i<4?4:3, i, i);
}
WRITE(p, " in float4 colors[2] : COLOR0){\n");
WRITE(p, " in float4 colors_0 : COLOR0, in float4 colors_1 : COLOR1){\n");
char* pmainstart = p;

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@ -107,9 +107,14 @@ void LOADERDECL UpdateBoundingBox()
t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
float o[4];
o[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
// Depth culling
if (o[2] < 0.0) {
// No pixels are likely to be drawn - don't update bounding box.
return;
}
o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
o[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
o[3] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
o[0] /= o[3];

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@ -668,6 +668,10 @@
<Filter
Name="UCode Zelda"
>
<File
RelativePath="..\..\..\docs\DSP\DSP_UC_Zelda.txt"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda.cpp"
>
@ -684,6 +688,10 @@
RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda_Obsolete.txt"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda_Synth.cpp"
>

View File

@ -30,28 +30,41 @@
#include "WaveFile.h"
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
: IUCode(_rMailHandler)
, m_CRC(_CRC)
, m_bSyncInProgress(false)
, m_MaxVoice(0)
, m_NumVoices(0)
, m_bSyncCmdPending(false)
, m_CurVoice(0)
, m_CurBuffer(0)
, m_NumBuffers(0)
, m_VoicePBsAddr(0)
, m_UnkTableAddr(0)
, m_AFCCoefTableAddr(0)
, m_ReverbPBsAddr(0)
, m_RightBuffersAddr(0)
, m_LeftBuffersAddr(0)
, m_pos(0)
, m_DMABaseAddr(0)
, m_numSteps(0)
, m_bListInProgress(false)
, m_step(0)
, m_readOffset(0)
, m_MailState(WaitForMail)
:
IUCode(_rMailHandler),
m_CRC(_CRC),
m_bSyncInProgress(0),
m_MaxVoice(0),
m_NumVoices(0),
m_bSyncCmdPending(0),
m_CurVoice(0),
m_CurBuffer(0),
m_NumBuffers(0),
m_VoicePBsAddr(0),
m_UnkTableAddr(0),
m_ReverbPBsAddr(0),
m_RightBuffersAddr(0),
m_LeftBuffersAddr(0),
m_pos(0),
m_DMABaseAddr(0),
m_numSteps(0),
m_bListInProgress(0),
m_step(0),
m_readOffset(0),
m_MailState(WaitForMail),
m_NumPBs(0),
m_PBAddress(0),
m_PBAddress2(0)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
@ -65,6 +78,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
memset(m_Buffer, 0, sizeof(m_Buffer));
memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
memset(m_PBMask, 0, sizeof(m_PBMask));
}
CUCode_Zelda::~CUCode_Zelda()
@ -76,186 +90,6 @@ CUCode_Zelda::~CUCode_Zelda()
delete [] m_RightBuffer;
}
#if 0
void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
{
u16* pTest = (u16*)&_rPB;
// Checks at 0293
if (pTest[0x00] == 0)
return;
if (pTest[0x01] != 0)
return;
if (pTest[0x06] != 0x00)
{
// probably pTest[0x06] == 0 -> AFC (and variants)
// See 02a4
}
else
{
switch (_rPB.type) // or Bytes per Sample
{
case 0x05:
case 0x09:
{
// initialize "decoder" if the sample is played the first time
if (pTest[0x04] != 0)
{
// This is 0717_ReadOutPBStuff
// increment 4fb
// zelda:
// perhaps init or "has played before"
pTest[0x32] = 0x00;
pTest[0x66] = 0x00; // history1
pTest[0x67] = 0x00; // history2
// samplerate? length? num of samples? i dunno...
// Likely length...
pTest[0x3a] = pTest[0x8a];
pTest[0x3b] = pTest[0x8b];
// Copy ARAM addr from r to rw area.
pTest[0x38] = pTest[0x8c];
pTest[0x39] = pTest[0x8d];
}
if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
return;
u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
// round upwards how many samples we need to copy, 0759
NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
u32 frac = NumberOfSamples & 0xF;
u8 inBuffer[9];
short outbuf[16];
u32 sampleCount = 0;
// It must be something like this:
// The PB contains a small sample buffer of 0x4D decoded samples.
// If it's empty or "used", decode to it.
// Then, resample from this buffer to the output as you go. When it needs
// wrapping, decode more.
#define USE_RESAMPLE
#if !defined(USE_RESAMPLE)
for (int s = 0; s < _Size/16; s++)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
for (int i = 0; i < 16; i++)
{
templbuffer[sampleCount] += outbuf[i];
temprbuffer[sampleCount] += outbuf[i];
sampleCount++;
}
NumberOfSamples--;
if (NumberOfSamples<=0)
break;
}
#else
while (NumberOfSamples > 0)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize -= 1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#endif
if (NumberOfSamples == 0)
{
pTest[0x01] = 1; // we are done ??
}
// write back
NumberOfSamples = (NumberOfSamples << 4); // missing fraction
pTest[0x38] = ARAMAddr >> 16;
pTest[0x39] = ARAMAddr & 0xFFFF;
pTest[0x3a] = NumberOfSamples >> 16;
pTest[0x3b] = NumberOfSamples & 0xFFFF;
#if 0
NumberOfSamples = (NumberOfSamples + 0xf) >> 4;
static u8 Buffer[500000];
for (int i =0; i<NumberOfSamples*9; i++)
{
Buffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
}
// yes, the dumps are really zelda sound ;)
DumpAFC(Buffer, NumberOfSamples*9, 0x3d00);
DumpPB(_rPB);
// exit(1);
#endif
// i think pTest[0x3a] and pTest[0x3b] got an update after you have decoded some samples...
// just decrement them with the number of samples you have played
// and incrrease the ARAM Offset in pTest[0x38], pTest[0x39]
// end of block (Zelda 03b2)
if (pTest[0x06] == 0)
{
// 02a4
//
pTest[0x04] = 0;
}
}
break;
default:
ERROR_LOG(DSPHLE, "Zelda Ucode: Unknown PB type %i", _rPB.type);
break;
}
}
}
#endif
void CUCode_Zelda::Update(int cycles)
{
if (m_rMailHandler.GetNextMail() == DSP_FRAME_END)
@ -552,36 +386,42 @@ void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
}
void CUCode_Zelda::DoState(PointerWrap &p) {
//p.Do(m_MailState);
//p.Do(m_PBMask);
//p.Do(m_NumPBs);
//p.Do(m_PBAddress);
//p.Do(m_MaxSyncedPB);
//p.Do(m_PBs);
p.Do(m_readOffset);
//p.Do(m_NumberOfFramesToRender);
//p.Do(m_CurrentFrameToRender);
p.Do(m_numSteps);
p.Do(m_step);
p.Do(m_Buffer);
/*p.Do(m_CRC);
p.Do(m_CRC);
p.Do(m_bSyncInProgress);
p.Do(m_MaxVoice);
p.Do(m_SyncFlags);
p.Do(m_NumVoices);
p.Do(m_bSyncCmdPending);
p.Do(m_CurVoice);
p.Do(m_CurBuffer);
p.Do(m_NumBuffers);
p.Do(m_VoicePBsAddr);
p.Do(m_UnkTableAddr);
p.Do(m_AFCCoefTableAddr);
p.Do(m_ReverbPBsAddr);
p.Do(m_RightBuffersAddr);
p.Do(m_LeftBuffersAddr);
p.Do(m_pos);
p.Do(m_DMABaseAddr);
p.Do(m_numSteps);
p.Do(m_bListInProgress);
p.Do(m_step);
p.Do(m_Buffer);
p.Do(m_readOffset);
p.Do(m_MailState);*/
p.Do(m_MailState);
p.Do(m_PBMask);
p.Do(m_NumPBs);
p.Do(m_PBAddress);
p.Do(m_PBAddress2);
}

View File

@ -152,11 +152,14 @@ private:
u32 m_CRC;
// These are the only dynamically allocated things allowed in the ucode.
s32* m_TempBuffer;
s32* m_LeftBuffer;
s32* m_RightBuffer;
// If you add variables, remember to keep DoState() and the constructor up to date.
s16 m_AFCCoefTable[32];
bool m_bSyncInProgress;
@ -190,7 +193,6 @@ private:
bool m_bListInProgress;
u32 m_step;
u8 m_Buffer[1024];
void ExecuteList();
u32 m_readOffset;
@ -205,14 +207,11 @@ private:
EMailState m_MailState;
u16 m_PBMask[0x10];
u32 m_NumPBs;
u32 m_PBAddress; // The main param block array
u32 m_PBAddress2; // 4 smaller param blocks
u32 m_MixingBufferLeft;
u32 m_MixingBufferRight;
void ExecuteList();
void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);

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@ -0,0 +1,180 @@
#if 0
void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
{
u16* pTest = (u16*)&_rPB;
// Checks at 0293
if (pTest[0x00] == 0)
return;
if (pTest[0x01] != 0)
return;
if (pTest[0x06] != 0x00)
{
// probably pTest[0x06] == 0 -> AFC (and variants)
// See 02a4
}
else
{
switch (_rPB.type) // or Bytes per Sample
{
case 0x05:
case 0x09:
{
// initialize "decoder" if the sample is played the first time
if (pTest[0x04] != 0)
{
// This is 0717_ReadOutPBStuff
// increment 4fb
// zelda:
// perhaps init or "has played before"
pTest[0x32] = 0x00;
pTest[0x66] = 0x00; // history1
pTest[0x67] = 0x00; // history2
// samplerate? length? num of samples? i dunno...
// Likely length...
pTest[0x3a] = pTest[0x8a];
pTest[0x3b] = pTest[0x8b];
// Copy ARAM addr from r to rw area.
pTest[0x38] = pTest[0x8c];
pTest[0x39] = pTest[0x8d];
}
if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
return;
u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
// round upwards how many samples we need to copy, 0759
NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
u32 frac = NumberOfSamples & 0xF;
u8 inBuffer[9];
short outbuf[16];
u32 sampleCount = 0;
// It must be something like this:
// The PB contains a small sample buffer of 0x4D decoded samples.
// If it's empty or "used", decode to it.
// Then, resample from this buffer to the output as you go. When it needs
// wrapping, decode more.
#define USE_RESAMPLE
#if !defined(USE_RESAMPLE)
for (int s = 0; s < _Size/16; s++)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
for (int i = 0; i < 16; i++)
{
templbuffer[sampleCount] += outbuf[i];
temprbuffer[sampleCount] += outbuf[i];
sampleCount++;
}
NumberOfSamples--;
if (NumberOfSamples<=0)
break;
}
#else
while (NumberOfSamples > 0)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize -= 1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#endif
if (NumberOfSamples == 0)
{
pTest[0x01] = 1; // we are done ??
}
// write back
NumberOfSamples = (NumberOfSamples << 4); // missing fraction
pTest[0x38] = ARAMAddr >> 16;
pTest[0x39] = ARAMAddr & 0xFFFF;
pTest[0x3a] = NumberOfSamples >> 16;
pTest[0x3b] = NumberOfSamples & 0xFFFF;
#if 0
NumberOfSamples = (NumberOfSamples + 0xf) >> 4;
static u8 Buffer[500000];
for (int i =0; i<NumberOfSamples*9; i++)
{
Buffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
}
// yes, the dumps are really zelda sound ;)
DumpAFC(Buffer, NumberOfSamples*9, 0x3d00);
DumpPB(_rPB);
// exit(1);
#endif
// i think pTest[0x3a] and pTest[0x3b] got an update after you have decoded some samples...
// just decrement them with the number of samples you have played
// and incrrease the ARAM Offset in pTest[0x38], pTest[0x39]
// end of block (Zelda 03b2)
if (pTest[0x06] == 0)
{
// 02a4
//
pTest[0x04] = 0;
}
}
break;
default:
ERROR_LOG(DSPHLE, "Zelda Ucode: Unknown PB type %i", _rPB.type);
break;
}
}
}
#endif

View File

@ -192,10 +192,11 @@ void GLVertexFormat::SetupVertexPointers() const {
if (vtx_decl.color_offset[i] != -1) {
if (i == 0)
glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
else
else {
glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (void *)vtx_decl.color_offset[i]);
}
}
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
@ -252,7 +253,7 @@ void GLVertexFormat::EnableComponents(u32 components)
{
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
{
if (components & (VB_HAS_COL0 << 0))
if (components & (VB_HAS_COL0 << i))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);