452 lines
10 KiB
C++
452 lines
10 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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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 <iostream>
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#include "Globals.h" // Local
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigDlg.h"
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#include "Debugger/File.h" // For file logging
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#include "Debugger/Debugger.h" // For the CDebugger class
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CDebugger* m_frame = NULL;
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#endif
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#include "ConsoleWindow.h" // Common: For the Windows console
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#include "ChunkFile.h"
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#include "WaveFile.h"
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#include "PCHW/Mixer.h"
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#include "DSPHandler.h"
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#include "Config.h"
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#include "Setup.h"
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#include "StringUtil.h"
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#include "PCHW/AOSoundStream.h"
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#include "PCHW/DSoundStream.h"
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#include "PCHW/NullSoundStream.h"
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// Declarations and definitions
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DSPInitialize g_dspInitialize;
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u8* g_pMemory;
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extern std::vector<std::string> sMailLog, sMailTime;
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std::string gpName;
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SoundStream *soundStream = NULL;
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// Set this if you want to log audio. search for log_ai in this file to see the filename.
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bool log_ai = false;
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WaveFileWriter g_wave_writer;
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// Mailbox utility
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struct DSPState
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{
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u32 CPUMailbox;
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bool CPUMailbox_Written[2];
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u32 DSPMailbox;
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bool DSPMailbox_Read[2];
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DSPState()
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{
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CPUMailbox = 0x00000000;
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CPUMailbox_Written[0] = false;
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CPUMailbox_Written[1] = false;
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DSPMailbox = 0x00000000;
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DSPMailbox_Read[0] = true;
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DSPMailbox_Read[1] = true;
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}
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};
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DSPState g_dspState;
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// wxWidgets: Create the wxApp
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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// DllMain
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#ifdef _WIN32
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HINSTANCE g_hInstance = NULL;
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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// more stuff wx needs
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wxSetInstance((HINSTANCE)hinstDLL);
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int argc = 0;
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char **argv = NULL;
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wxEntryStart(argc, argv);
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// This is for ?
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if ( !wxTheApp || !wxTheApp->CallOnInit() )
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return FALSE;
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}
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break;
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case DLL_PROCESS_DETACH:
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wxEntryCleanup(); // use this or get a crash
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break;
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default:
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break;
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}
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g_hInstance = hinstDLL;
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return(TRUE);
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}
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#endif
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// Open and close console
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void OpenConsole()
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{
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#if defined (_WIN32)
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Console::Open(155, 100, "Sound Debugging"); // give room for 100 rows
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Console::Print("OpenConsole > Console opened\n");
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MoveWindow(Console::GetHwnd(), 0,400, 1280,550, true); // move window, TODO: make this
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// adjustable from the debugging window
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#endif
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}
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void CloseConsole()
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{
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#if defined (_WIN32)
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FreeConsole();
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#endif
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}
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// Exported fuctions
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// Create debugging window - We could use use wxWindow win; new CDebugger(win) like nJoy but I don't
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// know why it would be better. - There's a lockup problem with ShowModal(), but Show() doesn't work
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// because then DLL_PROCESS_DETACH is called immediately after DLL_PROCESS_ATTACH.
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void DllDebugger(HWND _hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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if (m_frame && Show) // if we have created it, let us show it again
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{
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m_frame->DoShow();
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}
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else if (!m_frame && Show)
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{
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m_frame = new CDebugger(NULL);
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m_frame->Show();
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}
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else if (m_frame && !Show)
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{
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m_frame->DoHide();
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}
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#endif
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}
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_DSP;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin DSP-HLE Plugin (DebugFast) ");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin DSP-HLE Plugin ");
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#else
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sprintf(_PluginInfo ->Name, "Dolphin DSP-HLE Plugin (Debug) ");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
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}
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void DllConfig(HWND _hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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// (shuffle2) TODO: reparent dlg with DolphinApp
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ConfigDialog dlg(NULL);
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// Add avaliable output options
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if (DSound::isValid())
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dlg.AddBackend("DSound");
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if (AOSound::isValid())
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dlg.AddBackend("AOSound");
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dlg.AddBackend("NullSound");
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// Show the window
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dlg.ShowModal();
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#endif
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}
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void Initialize(void *init)
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{
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//Console::Open(80, 5000);
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g_dspInitialize = *(DSPInitialize*)init;
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g_Config.Load();
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g_pMemory = g_dspInitialize.pGetMemoryPointer(0);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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gpName = g_dspInitialize.pName(); // save the game name globally
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for (u32 i = 0; i < gpName.length(); ++i) // and fix it
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{
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fprintf(stderr,"%c", gpName[i]);
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std::cout << gpName[i];
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if (gpName[i] == ':') gpName[i] = ' ';
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}
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fprintf(stderr, "\n");
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#endif
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CDSPHandler::CreateInstance();
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if (g_Config.sBackend == "DSound")
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{
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if (DSound::isValid())
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soundStream = new DSound(48000, Mixer, g_dspInitialize.hWnd);
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}
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else if (g_Config.sBackend == "AOSound")
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{
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if (AOSound::isValid())
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soundStream = new AOSound(48000, Mixer);
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}
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else if (g_Config.sBackend == "NullSound")
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{
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soundStream = new NullSound(48000, Mixer_MixUCode);
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}
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else
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{
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PanicAlert("Cannot recognize backend %s", g_Config.sBackend);
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return;
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}
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#if defined(WIN32) && defined(_DEBUG)
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int tmpflag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
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tmpflag |= _CRTDBG_DELAY_FREE_MEM_DF;
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_CrtSetDbgFlag(tmpflag);
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#endif
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if (soundStream)
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{
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if (!soundStream->Start())
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{
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PanicAlert("Could not initialize backend %s, falling back to NULL",
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g_Config.sBackend);
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delete soundStream;
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soundStream = new NullSound(48000, Mixer);
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soundStream->Start();
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}
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}
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else
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{
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PanicAlert("Sound backend %s is not valid, falling back to NULL",
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g_Config.sBackend);
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delete soundStream;
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soundStream = new NullSound(48000, Mixer);
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soundStream->Start();
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}
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// Start the sound recording
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if (log_ai)
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{
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g_wave_writer.Start("ai_log.wav");
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g_wave_writer.SetSkipSilence(false);
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}
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}
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void DSP_StopSoundStream()
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{
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if (!soundStream)
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PanicAlert("Can't stop non running SoundStream!");
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soundStream->Stop();
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delete soundStream;
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soundStream = NULL;
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}
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void Shutdown()
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{
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// Check that soundstream already is stopped.
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if (soundStream)
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PanicAlert("SoundStream alive in DSP::Shutdown!");
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// Stop the sound recording
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if (log_ai)
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g_wave_writer.Stop();
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// Delete the UCodes
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CDSPHandler::Destroy();
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#if defined(HAVE_WX) && HAVE_WX
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// Reset mails
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if (m_frame)
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{
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sMailLog.clear();
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sMailTime.clear();
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m_frame->sMail.clear();
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m_frame->sMailEnd.clear();
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}
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#endif
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}
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void DoState(unsigned char **ptr, int mode)
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{
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PointerWrap p(ptr, mode);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// Mailbox fuctions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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unsigned short DSP_ReadMailboxHigh(bool _CPUMailbox)
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{
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if (_CPUMailbox)
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{
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return (g_dspState.CPUMailbox >> 16) & 0xFFFF;
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}
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else
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{
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return CDSPHandler::GetInstance().AccessMailHandler().ReadDSPMailboxHigh();
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}
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}
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unsigned short DSP_ReadMailboxLow(bool _CPUMailbox)
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{
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if (_CPUMailbox)
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{
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return g_dspState.CPUMailbox & 0xFFFF;
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}
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else
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{
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return CDSPHandler::GetInstance().AccessMailHandler().ReadDSPMailboxLow();
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}
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}
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void Update_DSP_WriteRegister()
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{
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// check if the whole message is complete and if we can send it
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if (g_dspState.CPUMailbox_Written[0] && g_dspState.CPUMailbox_Written[1])
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{
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CDSPHandler::GetInstance().SendMailToDSP(g_dspState.CPUMailbox);
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g_dspState.CPUMailbox_Written[0] = g_dspState.CPUMailbox_Written[1] = false;
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g_dspState.CPUMailbox = 0; // Mail sent so clear it to show that it is progressed
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}
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}
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void DSP_WriteMailboxHigh(bool _CPUMailbox, unsigned short _Value)
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{
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if (_CPUMailbox)
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{
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g_dspState.CPUMailbox = (g_dspState.CPUMailbox & 0xFFFF) | (_Value << 16);
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g_dspState.CPUMailbox_Written[0] = true;
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Update_DSP_WriteRegister();
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}
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else
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{
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PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
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}
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}
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void DSP_WriteMailboxLow(bool _CPUMailbox, unsigned short _Value)
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{
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if (_CPUMailbox)
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{
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g_dspState.CPUMailbox = (g_dspState.CPUMailbox & 0xFFFF0000) | _Value;
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g_dspState.CPUMailbox_Written[1] = true;
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Update_DSP_WriteRegister();
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}
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else
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{
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PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
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}
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}
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/////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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// Other DSP fuctions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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unsigned short DSP_WriteControlRegister(unsigned short _Value)
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{
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return CDSPHandler::GetInstance().WriteControlRegister(_Value);
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}
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unsigned short DSP_ReadControlRegister()
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{
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return CDSPHandler::GetInstance().ReadControlRegister();
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}
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void DSP_Update(int cycles)
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{
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CDSPHandler::GetInstance().Update();
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}
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/* Other Audio will pass through here. The kind of audio that sometimes are used together with pre-drawn
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movies. This audio can be disabled further inside Mixer_PushSamples(), the reason that we don't disable
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this entire function when Other Audio is disabled is that then we can't turn it back on again once the
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game has started. */
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void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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{
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// TODO: This is not yet fully threadsafe.
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if (!soundStream) {
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return;
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}
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if (soundStream->usesMixer())
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{
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short samples[16] = {0}; // interleaved stereo
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if (address)
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{
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for (int i = 0; i < 16; i++)
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{
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samples[i] = Memory_Read_U16(address + i * 2);
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}
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// Write the audio to a file
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if (log_ai)
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g_wave_writer.AddStereoSamples(samples, 8);
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}
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Mixer_PushSamples(samples, 32 / 4, sample_rate);
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}
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// SoundStream is updated only when necessary (there is no 70 ms limit
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// so each sample now triggers the sound stream)
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// TODO: think about this.
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static int counter = 0;
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counter++;
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if ((counter & 31) == 0 && soundStream)
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soundStream->Update();
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}
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/////////////////////////////////////
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