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:
parent
7ec0a3a5e8
commit
90a2096a24
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@ -299,10 +299,14 @@ bool CBoot::BootUp()
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}
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// load image or create virtual drive from directory
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if (!_StartupPara.m_strDVDRoot.empty())
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if (!_StartupPara.m_strDVDRoot.empty()) {
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NOTICE_LOG(BOOT, "Setting DVDroot %s", _StartupPara.m_strDefaultGCM.c_str());
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VolumeHandler::SetVolumeDirectory(_StartupPara.m_strDVDRoot, elfWii);
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else if (!_StartupPara.m_strDefaultGCM.empty())
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}
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else if (!_StartupPara.m_strDefaultGCM.empty()) {
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NOTICE_LOG(BOOT, "Loading default ISO %s", _StartupPara.m_strDefaultGCM.c_str());
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VolumeHandler::SetVolumeName(_StartupPara.m_strDefaultGCM);
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}
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else
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VolumeHandler::SetVolumeDirectory(_StartupPara.m_strFilename, elfWii);
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@ -313,6 +317,9 @@ bool CBoot::BootUp()
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Boot_ELF(_StartupPara.m_strFilename.c_str());
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UpdateDebugger_MapLoaded();
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Debugger::AddAutoBreakpoints();
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HLE::PatchFunctions();
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}
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break;
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@ -342,10 +342,7 @@ THREAD_RETURN CpuThread(void *pArg)
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}
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// Initalize plugins and create emulation thread
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// Call browser: Init():g_EmuThread(). See the BootManager.cpp file description for a complete call schedule.
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THREAD_RETURN EmuThread(void *pArg)
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{
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@ -387,7 +384,6 @@ THREAD_RETURN EmuThread(void *pArg)
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VideoInitialize.pBBox = &PixelEngine::bbox[0];
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VideoInitialize.pBBoxActive = &PixelEngine::bbox_active;
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// May be needed for Stop and Start
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#ifdef SETUP_FREE_VIDEO_PLUGIN_ON_BOOT
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Plugins.FreeVideo();
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@ -414,6 +410,7 @@ THREAD_RETURN EmuThread(void *pArg)
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dspInit.pEmulatorState = (int *)PowerPC::GetStatePtr();
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dspInit.bWii = _CoreParameter.bWii;
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dspInit.bOnThread = _CoreParameter.bDSPThread;
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// May be needed for Stop and Start
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#ifdef SETUP_FREE_DSP_PLUGIN_ON_BOOT
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Plugins.FreeDSP();
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@ -263,6 +263,7 @@ void Read16(u16& _rReturnValue, const u32 _Address)
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, m_CPStatusReg.UnderflowLoWatermark ? "ON" : "OFF"
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);
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return;
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case CTRL_REGISTER: _rReturnValue = m_CPCtrlReg.Hex; return;
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case CLEAR_REGISTER: _rReturnValue = m_CPClearReg.Hex; return;
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@ -314,27 +315,31 @@ void Read16(u16& _rReturnValue, const u32 _Address)
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_rReturnValue = ReadHigh(fifo.CPWritePointer);
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DEBUG_LOG(COMMANDPROCESSOR, "read FIFO_READ_POINTER_HI : %04x", _rReturnValue);
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return;
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case FIFO_BP_LO: _rReturnValue = ReadLow (fifo.CPBreakpoint); return;
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case FIFO_BP_HI: _rReturnValue = ReadHigh(fifo.CPBreakpoint); return;
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// case 0x42: // first metric reg (I guess) read in case of "fifo unknown state"
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// Crash();
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// return;
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case CP_PERF0_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF0_L: %04x", _rReturnValue); break; // XF counters
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case CP_PERF0_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF0_H: %04x", _rReturnValue); break;
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case CP_PERF1_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF1_L: %04x", _rReturnValue); break;
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case CP_PERF1_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF1_H: %04x", _rReturnValue); break;
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case CP_PERF2_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF2_L: %04x", _rReturnValue); break;
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case CP_PERF2_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF2_H: %04x", _rReturnValue); break;
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case CP_PERF3_L: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF3_L: %04x", _rReturnValue); break;
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case CP_PERF3_H: _rReturnValue = 0; WARN_LOG(COMMANDPROCESSOR, "Read from PERF3_H: %04x", _rReturnValue); break;
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// case 0x64:
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// return 4; //Number of clocks per vertex.. todo: calculate properly
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//add all the other regs here? are they ever read?
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default:
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{
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// char szTemp[111];
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// sprintf(szTemp, "CCommandProcessor 0x%x", (_Address&0xFFF));
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// MessageBox(NULL, szTemp, "mm", MB_OK);
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}
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WARN_LOG(COMMANDPROCESSOR, "(r16) unknown CP reg @ %08x", _Address);
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_rReturnValue = 0;
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return;
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}
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}
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bool AllowIdleSkipping()
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@ -462,11 +467,18 @@ void Write16(const u16 _Value, const u32 _Address)
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}
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break;
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case PERF_SELECT:
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{
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WARN_LOG(COMMANDPROCESSOR, "write to PERF_SELECT: %04x", _Value);
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// Seems to select which set of perf counters should be exposed.
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}
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break;
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case CLEAR_REGISTER:
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{
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// ????
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UCPClearReg tmpClearReg(_Value);
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m_CPClearReg.Hex = 0;
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INFO_LOG(COMMANDPROCESSOR,"\t write to CLEAR_REGISTER : %04x",_Value);
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}
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break;
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@ -556,6 +568,8 @@ void Write16(const u16 _Value, const u32 _Address)
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//WriteLow((u32 &)fifo.CPReadWriteDistance, _Value);
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DEBUG_LOG(COMMANDPROCESSOR,"try to write to FIFO_RW_DISTANCE_LO : %04x", _Value);
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break;
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default:
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WARN_LOG(COMMANDPROCESSOR, "(w16) unknown CP reg write %04x @ %08x", _Value, _Address);
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}
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// TODO(mb2): better. Check if it help: avoid CPReadPointer overwrites when stupidly done like in Super Monkey Ball
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@ -31,6 +31,7 @@ enum
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STATUS_REGISTER = 0x00,
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CTRL_REGISTER = 0x02,
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CLEAR_REGISTER = 0x04,
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PERF_SELECT = 0x06,
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FIFO_TOKEN_REGISTER = 0x0E,
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FIFO_BOUNDING_BOX_LEFT = 0x10,
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FIFO_BOUNDING_BOX_RIGHT = 0x12,
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@ -51,7 +52,15 @@ enum
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FIFO_READ_POINTER_LO = 0x38,
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FIFO_READ_POINTER_HI = 0x3A,
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FIFO_BP_LO = 0x3C,
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FIFO_BP_HI = 0x3E
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FIFO_BP_HI = 0x3E,
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CP_PERF0_L = 0x40,
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CP_PERF0_H = 0x42,
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CP_PERF1_L = 0x44,
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CP_PERF1_H = 0x46,
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CP_PERF2_L = 0x48,
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CP_PERF2_H = 0x4a,
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CP_PERF3_L = 0x4c,
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CP_PERF3_H = 0x4e,
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};
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extern SCPFifoStruct fifo;
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@ -216,6 +216,21 @@ void Read16(u16& _uReturnValue, const u32 _iAddress)
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case PE_BBOX_TOP: _uReturnValue = bbox[2]; INFO_LOG(PIXELENGINE, "R: BBOX_TOP = %i", bbox[2]); bbox_active = false; break;
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case PE_BBOX_BOTTOM: _uReturnValue = bbox[3]; INFO_LOG(PIXELENGINE, "R: BBOX_BOTTOM = %i", bbox[3]); bbox_active = false; break;
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case PE_PERF_0L:
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case PE_PERF_0H:
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case PE_PERF_1L:
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case PE_PERF_1H:
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case PE_PERF_2L:
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case PE_PERF_2H:
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case PE_PERF_3L:
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case PE_PERF_3H:
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case PE_PERF_4L:
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case PE_PERF_4H:
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case PE_PERF_5L:
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case PE_PERF_5H:
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WARN_LOG(PIXELENGINE, "(r16) perf counter @ %08x", _iAddress);
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break;
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default:
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WARN_LOG(PIXELENGINE, "(r16) unknown @ %08x", _iAddress);
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_uReturnValue = 1;
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@ -35,6 +35,20 @@ enum
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PE_BBOX_RIGHT = 0x12, // Flip Right
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PE_BBOX_TOP = 0x14, // Flip Top
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PE_BBOX_BOTTOM = 0x16, // Flip Bottom
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// These have not yet been RE:d. They are the perf counters.
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PE_PERF_0L = 0x18,
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PE_PERF_0H = 0x1a,
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PE_PERF_1L = 0x1c,
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PE_PERF_1H = 0x1e,
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PE_PERF_2L = 0x20,
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PE_PERF_2H = 0x22,
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PE_PERF_3L = 0x24,
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PE_PERF_3H = 0x26,
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PE_PERF_4L = 0x28,
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PE_PERF_4H = 0x2a,
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PE_PERF_5L = 0x2c,
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PE_PERF_5H = 0x2e,
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};
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namespace PixelEngine
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@ -22,7 +22,6 @@
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#define _GLOBALS_H
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#include "Common.h"
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#include "svnrev.h"
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// Constant Colors
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const unsigned long COLOR_GRAY = 0xDCDCDC;
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@ -15,6 +15,7 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "svnrev.h"
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#include "Globals.h"
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#include "InfoWindow.h"
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#include "CPUDetect.h"
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@ -26,6 +26,8 @@
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// It would likely be a lot more efficient to build this incrementally as the attributes
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// are set...
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
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{
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u32 projtexcoords = 0;
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@ -320,8 +322,8 @@ static const char *tevAInputTable2[] = // CA
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static const char *tevRasTable[] =
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{
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"colors[0]",
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"colors[1]",
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"colors_0",
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"colors_1",
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"ERROR", //2
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"ERROR", //3
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"ERROR", //4
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@ -356,7 +358,6 @@ static char text[16384];
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static void BuildSwapModeTable()
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{
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//bpmem.tevregs[0].
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for (int i = 0; i < 4; i++)
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{
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swapModeTable[i][0] = swapColors[bpmem.tevksel[i*2].swap1];
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@ -442,7 +443,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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WRITE(p, " in float%d uv%d : TEXCOORD%d, \n", i<4?4:3, i, i);
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}
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WRITE(p, " in float4 colors[2] : COLOR0){\n");
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WRITE(p, " in float4 colors_0 : COLOR0, in float4 colors_1 : COLOR1){\n");
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char* pmainstart = p;
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@ -107,9 +107,14 @@ void LOADERDECL UpdateBoundingBox()
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t[2] = p[0] * world_matrix[8] + p[1] * world_matrix[9] + p[2] * world_matrix[10] + world_matrix[11];
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float o[4];
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o[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
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// Depth culling
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if (o[2] < 0.0) {
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// No pixels are likely to be drawn - don't update bounding box.
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return;
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}
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o[0] = t[0] * proj_matrix[0] + t[1] * proj_matrix[1] + t[2] * proj_matrix[2] + proj_matrix[3];
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o[1] = t[0] * proj_matrix[4] + t[1] * proj_matrix[5] + t[2] * proj_matrix[6] + proj_matrix[7];
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o[2] = t[0] * proj_matrix[8] + t[1] * proj_matrix[9] + t[2] * proj_matrix[10] + proj_matrix[11];
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o[3] = t[0] * proj_matrix[12] + t[1] * proj_matrix[13] + t[2] * proj_matrix[14] + proj_matrix[15];
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o[0] /= o[3];
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@ -668,6 +668,10 @@
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<Filter
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Name="UCode Zelda"
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>
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<File
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RelativePath="..\..\..\docs\DSP\DSP_UC_Zelda.txt"
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>
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</File>
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<File
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RelativePath=".\Src\UCodes\UCode_Zelda.cpp"
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>
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@ -684,6 +688,10 @@
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RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.h"
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>
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</File>
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<File
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RelativePath=".\Src\UCodes\UCode_Zelda_Obsolete.txt"
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>
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</File>
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<File
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RelativePath=".\Src\UCodes\UCode_Zelda_Synth.cpp"
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>
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@ -30,28 +30,41 @@
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#include "WaveFile.h"
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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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: IUCode(_rMailHandler)
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, m_CRC(_CRC)
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, m_bSyncInProgress(false)
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, m_MaxVoice(0)
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, m_NumVoices(0)
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, m_bSyncCmdPending(false)
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, m_CurVoice(0)
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, m_CurBuffer(0)
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, m_NumBuffers(0)
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, m_VoicePBsAddr(0)
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, m_UnkTableAddr(0)
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, m_AFCCoefTableAddr(0)
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, m_ReverbPBsAddr(0)
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, m_RightBuffersAddr(0)
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, m_LeftBuffersAddr(0)
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, m_pos(0)
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, m_DMABaseAddr(0)
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, m_numSteps(0)
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, m_bListInProgress(false)
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, m_step(0)
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, m_readOffset(0)
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, m_MailState(WaitForMail)
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:
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IUCode(_rMailHandler),
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m_CRC(_CRC),
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m_bSyncInProgress(0),
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m_MaxVoice(0),
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m_NumVoices(0),
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m_bSyncCmdPending(0),
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m_CurVoice(0),
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m_CurBuffer(0),
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m_NumBuffers(0),
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m_VoicePBsAddr(0),
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m_UnkTableAddr(0),
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m_ReverbPBsAddr(0),
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m_RightBuffersAddr(0),
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m_LeftBuffersAddr(0),
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m_pos(0),
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m_DMABaseAddr(0),
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m_numSteps(0),
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m_bListInProgress(0),
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m_step(0),
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m_readOffset(0),
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m_MailState(WaitForMail),
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m_NumPBs(0),
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m_PBAddress(0),
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m_PBAddress2(0)
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{
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DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
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m_rMailHandler.PushMail(DSP_INIT);
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@ -65,6 +78,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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memset(m_Buffer, 0, sizeof(m_Buffer));
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memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
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memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
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memset(m_PBMask, 0, sizeof(m_PBMask));
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}
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CUCode_Zelda::~CUCode_Zelda()
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@ -76,186 +90,6 @@ CUCode_Zelda::~CUCode_Zelda()
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delete [] m_RightBuffer;
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}
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#if 0
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void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
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{
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u16* pTest = (u16*)&_rPB;
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// Checks at 0293
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if (pTest[0x00] == 0)
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return;
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if (pTest[0x01] != 0)
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return;
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if (pTest[0x06] != 0x00)
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{
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// probably pTest[0x06] == 0 -> AFC (and variants)
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// See 02a4
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}
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else
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{
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switch (_rPB.type) // or Bytes per Sample
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{
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case 0x05:
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case 0x09:
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{
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// initialize "decoder" if the sample is played the first time
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if (pTest[0x04] != 0)
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{
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// This is 0717_ReadOutPBStuff
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// increment 4fb
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// zelda:
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// perhaps init or "has played before"
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pTest[0x32] = 0x00;
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pTest[0x66] = 0x00; // history1
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pTest[0x67] = 0x00; // history2
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// samplerate? length? num of samples? i dunno...
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// Likely length...
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pTest[0x3a] = pTest[0x8a];
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pTest[0x3b] = pTest[0x8b];
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||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue