pcsx2/plugins/spu2-x/src/spu2sys.cpp

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/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
* Developed and maintained by the Pcsx2 Development Team.
*
* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
*
* SPU2-X is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SPU2-X is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
// ======================================================================================
// spu2sys.cpp -- Emulation module for the SPU2 'virtual machine'
// ======================================================================================
// This module contains (most!) stuff which is directly related to SPU2 emulation.
// Contents should be cross-platform compatible whenever possible.
#include "Global.h"
#include "dma.h"
#include "PS2E-spu2.h" // needed until I figure out a nice solution for irqcallback dependencies.
short *spu2regs;
short *_spu2mem;
V_CoreDebug DebugCores[2];
V_Core Cores[2];
V_SPDIF Spdif;
s16 OutPos;
s16 InputPos;
u32 Cycles;
int PlayMode;
bool has_to_call_irq=false;
void SetIrqCall()
{
has_to_call_irq=true;
}
__forceinline s16 * __fastcall GetMemPtr(u32 addr)
{
#ifndef DEBUG_FAST
// In case you're wondering, this assert is the reason SPU2-X
// runs so incrediously slow in Debug mode. :P
jASSUME( addr < 0x100000 );
#endif
return (_spu2mem+addr);
}
__forceinline s16 __fastcall spu2M_Read( u32 addr )
{
return *GetMemPtr( addr & 0xfffff );
}
// writes a signed value to the SPU2 ram
// Invalidates the ADPCM cache in the process.
__forceinline void __fastcall spu2M_Write( u32 addr, s16 value )
{
// Make sure the cache is invalidated:
// (note to self : addr address WORDs, not bytes)
addr &= 0xfffff;
if( addr >= SPU2_DYN_MEMLINE )
{
const int cacheIdx = addr / pcm_WordsPerBlock;
pcm_cache_data[cacheIdx].Validated = false;
ConLog( " * SPU2 : PcmCache Block Clear at 0x%x (cacheIdx=0x%x)\n", addr, cacheIdx);
}
*GetMemPtr( addr ) = value;
}
// writes an unsigned value to the SPU2 ram
__inline void __fastcall spu2M_Write( u32 addr, u16 value )
{
spu2M_Write( addr, (s16)value );
}
V_VolumeLR V_VolumeLR::Max( 0x7FFFFFFF );
V_VolumeSlideLR V_VolumeSlideLR::Max( 0x3FFF, 0x7FFFFFFF );
V_Core::V_Core( int coreidx ) : Index( coreidx )
//LogFile_AutoDMA( NULL )
{
/*char fname[128];
sprintf( fname, "logs/adma%d.raw", GetDmaIndex() );
LogFile_AutoDMA = fopen( fname, "wb" );*/
}
V_Core::~V_Core() throw()
{
// Can't use this yet because we dumb V_Core into savestates >_<
/*if( LogFile_AutoDMA != NULL )
{
fclose( LogFile_AutoDMA );
LogFile_AutoDMA = NULL;
}*/
}
void V_Core::Reset( int index )
{
ConLog( " * SPU2: RESET SPU2 core%d \n", index );
memset( this, 0, sizeof(V_Core) );
const int c = Index = index;
Regs.STATX = 0;
Regs.ATTR = 0;
ExtVol = V_VolumeLR::Max;
InpVol = V_VolumeLR::Max;
FxVol = V_VolumeLR::Max;
MasterVol = V_VolumeSlideLR::Max;
memset( &DryGate, -1, sizeof(DryGate) );
memset( &WetGate, -1, sizeof(WetGate) );
Regs.MMIX = 0xFFCF;
Regs.VMIXL = 0xFFFFFF;
Regs.VMIXR = 0xFFFFFF;
Regs.VMIXEL = 0xFFFFFF;
Regs.VMIXER = 0xFFFFFF;
EffectsStartA = 0xEFFF8 + (0x10000*c);
EffectsEndA = 0xEFFFF + (0x10000*c);
FxEnable = 0;
IRQA = 0xFFFF0;
IRQEnable = 1;
for( uint v=0; v<NumVoices; ++v )
{
VoiceGates[v].DryL = -1;
VoiceGates[v].DryR = -1;
VoiceGates[v].WetL = -1;
VoiceGates[v].WetR = -1;
Voices[v].Volume = V_VolumeSlideLR::Max;
Voices[v].ADSR.Value = 0;
Voices[v].ADSR.Phase = 0;
Voices[v].Pitch = 0x3FFF;
Voices[v].NextA = 2800;
Voices[v].StartA = 2800;
Voices[v].LoopStartA = 2800;
}
DMAICounter = 0;
AdmaInProgress = 0;
Regs.STATX = 0x80;
}
s32 V_Core::EffectsBufferIndexer( s32 offset ) const
{
u32 pos = EffectsStartA + offset;
// Need to use modulus here, because games can and will drop the buffer size
// without notice, and it leads to offsets several times past the end of the buffer.
if( pos > EffectsEndA )
{
pos = EffectsStartA + (offset % EffectsBufferSize);
}
else if( pos < EffectsStartA )
{
pos = EffectsEndA+1 - (offset % EffectsBufferSize );
}
return pos;
}
void V_Core::UpdateFeedbackBuffersA()
{
RevBuffers.FB_SRC_A0 = EffectsBufferIndexer( Revb.MIX_DEST_A0 - Revb.FB_SRC_A );
RevBuffers.FB_SRC_A1 = EffectsBufferIndexer( Revb.MIX_DEST_A1 - Revb.FB_SRC_A );
}
void V_Core::UpdateFeedbackBuffersB()
{
RevBuffers.FB_SRC_B0 = EffectsBufferIndexer( Revb.MIX_DEST_B0 - Revb.FB_SRC_B );
RevBuffers.FB_SRC_B1 = EffectsBufferIndexer( Revb.MIX_DEST_B1 - Revb.FB_SRC_B );
}
void V_Core::UpdateEffectsBufferSize()
{
const s32 newbufsize = EffectsEndA - EffectsStartA + 1;
if( !RevBuffers.NeedsUpdated && (newbufsize == EffectsBufferSize) ) return;
RevBuffers.NeedsUpdated = false;
EffectsBufferSize = newbufsize;
if( EffectsBufferSize <= 0 ) return;
// Rebuild buffer indexers.
RevBuffers.ACC_SRC_A0 = EffectsBufferIndexer( Revb.ACC_SRC_A0 );
RevBuffers.ACC_SRC_A1 = EffectsBufferIndexer( Revb.ACC_SRC_A1 );
RevBuffers.ACC_SRC_B0 = EffectsBufferIndexer( Revb.ACC_SRC_B0 );
RevBuffers.ACC_SRC_B1 = EffectsBufferIndexer( Revb.ACC_SRC_B1 );
RevBuffers.ACC_SRC_C0 = EffectsBufferIndexer( Revb.ACC_SRC_C0 );
RevBuffers.ACC_SRC_C1 = EffectsBufferIndexer( Revb.ACC_SRC_C1 );
RevBuffers.ACC_SRC_D0 = EffectsBufferIndexer( Revb.ACC_SRC_D0 );
RevBuffers.ACC_SRC_D1 = EffectsBufferIndexer( Revb.ACC_SRC_D1 );
UpdateFeedbackBuffersA();
UpdateFeedbackBuffersB();
RevBuffers.IIR_DEST_A0 = EffectsBufferIndexer( Revb.IIR_DEST_A0 );
RevBuffers.IIR_DEST_A1 = EffectsBufferIndexer( Revb.IIR_DEST_A1 );
RevBuffers.IIR_DEST_B0 = EffectsBufferIndexer( Revb.IIR_DEST_B0 );
RevBuffers.IIR_DEST_B1 = EffectsBufferIndexer( Revb.IIR_DEST_B1 );
RevBuffers.IIR_SRC_A0 = EffectsBufferIndexer( Revb.IIR_SRC_A0 );
RevBuffers.IIR_SRC_A1 = EffectsBufferIndexer( Revb.IIR_SRC_A1 );
RevBuffers.IIR_SRC_B0 = EffectsBufferIndexer( Revb.IIR_SRC_B0 );
RevBuffers.IIR_SRC_B1 = EffectsBufferIndexer( Revb.IIR_SRC_B1 );
RevBuffers.MIX_DEST_A0 = EffectsBufferIndexer( Revb.MIX_DEST_A0 );
RevBuffers.MIX_DEST_A1 = EffectsBufferIndexer( Revb.MIX_DEST_A1 );
RevBuffers.MIX_DEST_B0 = EffectsBufferIndexer( Revb.MIX_DEST_B0 );
RevBuffers.MIX_DEST_B1 = EffectsBufferIndexer( Revb.MIX_DEST_B1 );
}
void V_Voice::Start()
{
if((Cycles-PlayCycle)>=4)
{
if(StartA&7)
{
fprintf( stderr, " *** Misaligned StartA %05x!\n",StartA);
StartA=(StartA+0xFFFF8)+0x8;
}
ADSR.Releasing = false;
ADSR.Value = 1;
ADSR.Phase = 1;
PlayCycle = Cycles;
SCurrent = 28;
LoopMode = 0;
LoopFlags = 0;
// Setting the loopstart to NextA breaks Squaresoft games (KH2 intro gets crackly)
//LoopStartA = StartA;
NextA = StartA;
Prev1 = 0;
Prev2 = 0;
PV1 = PV2 = 0;
PV3 = PV4 = 0;
}
else
{
printf(" *** KeyOn after less than 4 T disregarded.\n");
}
}
void V_Voice::Stop()
{
ADSR.Value = 0;
ADSR.Phase = 0;
}
static const int TickInterval = 768;
static const int SanityInterval = 4800;
u32 TicksCore = 0;
u32 TicksThread = 0;
__forceinline void TimeUpdate(u32 cClocks)
{
u32 dClocks = cClocks - lClocks;
// Sanity Checks:
// It's not totally uncommon for the IOP's clock to jump backwards a cycle or two, and in
// such cases we just want to ignore the TimeUpdate call.
if( dClocks > (u32)-15 ) return;
// But if for some reason our clock value seems way off base (typically due to bad dma
// timings from PCSX2), just mix out a little bit, skip the rest, and hope the ship
// "rights" itself later on.
if( dClocks > TickInterval*SanityInterval )
{
ConLog( " * SPU2 > TimeUpdate Sanity Check (Tick Delta: %d) (PS2 Ticks: %d)\n", dClocks/TickInterval, cClocks/TickInterval );
dClocks = TickInterval * SanityInterval;
lClocks = cClocks - dClocks;
}
//UpdateDebugDialog();
//Update Mixing Progress
while(dClocks>=TickInterval)
{
if(has_to_call_irq)
{
ConLog(" * SPU2: Irq Called (%04x).\n",Spdif.Info);
has_to_call_irq=false;
if(_irqcallback) _irqcallback();
}
// Part of the no core resets hack. See fixme in RegWrite_Core.
/*if(Cores[0].InitDelay>0)
{
Cores[0].InitDelay--;
if(Cores[0].InitDelay==0)
{
Cores[0].Reset(0);
}
}
if(Cores[1].InitDelay>0)
{
Cores[1].InitDelay--;
if(Cores[1].InitDelay==0)
{
Cores[1].Reset(1);
}
}*/
//Update DMA4 interrupt delay counter
if(Cores[0].DMAICounter>0)
{
Cores[0].DMAICounter-=TickInterval;
if(Cores[0].DMAICounter<=0)
{
Cores[0].MADR=Cores[0].TADR;
Cores[0].DMAICounter=0;
if(dma4callback) dma4callback();
}
else {
Cores[0].MADR+=TickInterval<<1;
}
}
//Update DMA7 interrupt delay counter
if(Cores[1].DMAICounter>0)
{
Cores[1].DMAICounter-=TickInterval;
if(Cores[1].DMAICounter<=0)
{
Cores[1].MADR=Cores[1].TADR;
Cores[1].DMAICounter=0;
//ConLog( "* SPU2 > DMA 7 Callback! %d\n", Cycles );
if(dma7callback) dma7callback();
}
else {
Cores[1].MADR+=TickInterval<<1;
}
}
dClocks -= TickInterval;
lClocks += TickInterval;
Cycles++;
// Note: IOP does not use MMX regs, so no need to save them.
//SaveMMXRegs();
Mix();
//RestoreMMXRegs();
}
}
static u16 mask = 0xFFFF;
__forceinline void UpdateSpdifMode()
{
int OPM=PlayMode;
u16 last = 0;
if(mask&Spdif.Out)
{
last = mask & Spdif.Out;
mask=mask&(~Spdif.Out);
}
if(Spdif.Out&0x4) // use 24/32bit PCM data streaming
{
PlayMode=8;
ConLog(" * SPU2: WARNING: Possibly CDDA mode set!\n");
return;
}
if(Spdif.Out&SPDIF_OUT_BYPASS)
{
PlayMode=2;
if(Spdif.Mode&SPDIF_MODE_BYPASS_BITSTREAM)
PlayMode=4; //bitstream bypass
}
else
{
PlayMode=0; //normal processing
if(Spdif.Out&SPDIF_OUT_PCM)
{
PlayMode=1;
}
}
if(OPM!=PlayMode)
{
ConLog(" * SPU2: Play Mode Set to %s (%d).\n",
(PlayMode==0) ? "Normal" : ((PlayMode==1) ? "PCM Clone" : ((PlayMode==2) ? "PCM Bypass" : "BitStream Bypass")),PlayMode);
}
}
// Converts an SPU2 register volume write into a 32 bit SPU2-X volume. The value is extended
// properly into the lower 16 bits of the value to provide a full spectrum of volumes.
static s32 GetVol32( u16 src )
{
return (((s32)src) << 16 ) | ((src<<1) & 0xffff);
}
void V_VolumeSlide::RegSet( u16 src )
{
Value = GetVol32( src );
}
void V_Core::WriteRegPS1( u32 mem, u16 value )
{
jASSUME( Index == 0 ); // Valid on Core 0 only!
bool show = true;
u32 reg = mem & 0xffff;
if((reg>=0x1c00)&&(reg<0x1d80))
{
//voice values
u8 voice = ((reg-0x1c00)>>4);
u8 vval = reg&0xf;
switch(vval)
{
case 0: //VOLL (Volume L)
Voices[voice].Volume.Left.Mode = 0;
Voices[voice].Volume.Left.RegSet( value << 1 );
Voices[voice].Volume.Left.Reg_VOL = value;
break;
case 1: //VOLR (Volume R)
Voices[voice].Volume.Right.Mode = 0;
Voices[voice].Volume.Right.RegSet( value << 1 );
Voices[voice].Volume.Right.Reg_VOL = value;
break;
case 2: Voices[voice].Pitch = value; break;
case 3: Voices[voice].StartA = (u32)value<<8; break;
case 4: // ADSR1 (Envelope)
Voices[voice].ADSR.regADSR1 = value;
break;
case 5: // ADSR2 (Envelope)
Voices[voice].ADSR.regADSR2 = value;
break;
case 6:
Voices[voice].ADSR.Value = ((s32)value<<16) | value;
ConLog( "* SPU2: Mysterious ADSR Volume Set to 0x%x", value );
break;
case 7: Voices[voice].LoopStartA = (u32)value <<8; break;
jNO_DEFAULT;
}
}
else switch(reg)
{
case 0x1d80:// Mainvolume left
MasterVol.Left.Mode = 0;
MasterVol.Left.RegSet( value );
break;
case 0x1d82:// Mainvolume right
MasterVol.Right.Mode = 0;
MasterVol.Right.RegSet( value );
break;
case 0x1d84:// Reverberation depth left
FxVol.Left = GetVol32( value );
break;
case 0x1d86:// Reverberation depth right
FxVol.Right = GetVol32( value );
break;
case 0x1d88:// Voice ON (0-15)
SPU2_FastWrite(REG_S_KON,value);
break;
case 0x1d8a:// Voice ON (16-23)
SPU2_FastWrite(REG_S_KON+2,value);
break;
case 0x1d8c:// Voice OFF (0-15)
SPU2_FastWrite(REG_S_KOFF,value);
break;
case 0x1d8e:// Voice OFF (16-23)
SPU2_FastWrite(REG_S_KOFF+2,value);
break;
case 0x1d90:// Channel FM (pitch lfo) mode (0-15)
SPU2_FastWrite(REG_S_PMON,value);
break;
case 0x1d92:// Channel FM (pitch lfo) mode (16-23)
SPU2_FastWrite(REG_S_PMON+2,value);
break;
case 0x1d94:// Channel Noise mode (0-15)
SPU2_FastWrite(REG_S_NON,value);
break;
case 0x1d96:// Channel Noise mode (16-23)
SPU2_FastWrite(REG_S_NON+2,value);
break;
case 0x1d98:// Channel Reverb mode (0-15)
SPU2_FastWrite(REG_S_VMIXEL,value);
SPU2_FastWrite(REG_S_VMIXER,value);
break;
case 0x1d9a:// Channel Reverb mode (16-23)
SPU2_FastWrite(REG_S_VMIXEL+2,value);
SPU2_FastWrite(REG_S_VMIXER+2,value);
break;
case 0x1d9c:// Channel Reverb mode (0-15)
SPU2_FastWrite(REG_S_VMIXL,value);
SPU2_FastWrite(REG_S_VMIXR,value);
break;
case 0x1d9e:// Channel Reverb mode (16-23)
SPU2_FastWrite(REG_S_VMIXL+2,value);
SPU2_FastWrite(REG_S_VMIXR+2,value);
break;
case 0x1da2:// Reverb work area start
{
u32 val = (u32)value << 8;
SPU2_FastWrite(REG_A_ESA, val&0xFFFF);
SPU2_FastWrite(REG_A_ESA+2,val>>16);
}
break;
case 0x1da4:
IRQA = (u32)value<<8;
break;
case 0x1da6:
TSA = (u32)value<<8;
break;
case 0x1daa:
SPU2_FastWrite(REG_C_ATTR,value);
break;
case 0x1dae:
SPU2_FastWrite(REG_P_STATX,value);
break;
case 0x1da8:// Spu Write to Memory
DmaWrite(value);
show=false;
break;
}
if(show) FileLog("[%10d] (!) SPU write mem %08x value %04x\n",Cycles,mem,value);
spu2Ru16(mem)=value;
}
u16 V_Core::ReadRegPS1(u32 mem)
{
jASSUME( Index == 0 ); // Valid on Core 0 only!
bool show=true;
u16 value = spu2Ru16(mem);
u32 reg = mem&0xffff;
if((reg>=0x1c00)&&(reg<0x1d80))
{
//voice values
u8 voice = ((reg-0x1c00)>>4);
u8 vval = reg&0xf;
switch(vval)
{
case 0: //VOLL (Volume L)
//value=Voices[voice].VolumeL.Mode;
//value=Voices[voice].VolumeL.Value;
value = Voices[voice].Volume.Left.Reg_VOL;
break;
case 1: //VOLR (Volume R)
//value=Voices[voice].VolumeR.Mode;
//value=Voices[voice].VolumeR.Value;
value = Voices[voice].Volume.Right.Reg_VOL;
break;
case 2: value = Voices[voice].Pitch; break;
case 3: value = Voices[voice].StartA; break;
case 4: value = Voices[voice].ADSR.regADSR1; break;
case 5: value = Voices[voice].ADSR.regADSR2; break;
case 6: value = Voices[voice].ADSR.Value >> 16; break;
case 7: value = Voices[voice].LoopStartA; break;
jNO_DEFAULT;
}
}
else switch(reg)
{
case 0x1d80: value = MasterVol.Left.Value >> 16; break;
case 0x1d82: value = MasterVol.Right.Value >> 16; break;
case 0x1d84: value = FxVol.Left >> 16; break;
case 0x1d86: value = FxVol.Right >> 16; break;
case 0x1d88: value = 0; break;
case 0x1d8a: value = 0; break;
case 0x1d8c: value = 0; break;
case 0x1d8e: value = 0; break;
case 0x1d90: value = Regs.PMON&0xFFFF; break;
case 0x1d92: value = Regs.PMON>>16; break;
case 0x1d94: value = Regs.NON&0xFFFF; break;
case 0x1d96: value = Regs.NON>>16; break;
case 0x1d98: value = Regs.VMIXEL&0xFFFF; break;
case 0x1d9a: value = Regs.VMIXEL>>16; break;
case 0x1d9c: value = Regs.VMIXL&0xFFFF; break;
case 0x1d9e: value = Regs.VMIXL>>16; break;
case 0x1da2:
if( value != EffectsStartA>>3 )
{
value = EffectsStartA>>3;
UpdateEffectsBufferSize();
ReverbX = 0;
}
break;
case 0x1da4: value = IRQA>>3; break;
case 0x1da6: value = TSA>>3; break;
case 0x1daa:
value = SPU2read(REG_C_ATTR);
break;
case 0x1dae:
value = 0; //SPU2read(REG_P_STATX)<<3;
break;
case 0x1da8:
value = DmaRead();
show=false;
break;
}
if(show) FileLog("[%10d] (!) SPU read mem %08x value %04x\n",Cycles,mem,value);
return value;
}
// Ah the joys of endian-specific code! :D
static __forceinline void SetHiWord( u32& src, u16 value )
{
((u16*)&src)[1] = value;
}
static __forceinline void SetLoWord( u32& src, u16 value )
{
((u16*)&src)[0] = value;
}
static __forceinline void SetHiWord( s32& src, u16 value )
{
((u16*)&src)[1] = value;
}
static __forceinline void SetLoWord( s32& src, u16 value )
{
((u16*)&src)[0] = value;
}
static __forceinline u16 GetHiWord( u32& src )
{
return ((u16*)&src)[1];
}
static __forceinline u16 GetLoWord( u32& src )
{
return ((u16*)&src)[0];
}
static __forceinline u16 GetHiWord( s32& src )
{
return ((u16*)&src)[1];
}
static __forceinline u16 GetLoWord( s32& src )
{
return ((u16*)&src)[0];
}
template< int CoreIdx, int VoiceIdx, int param >
static void __fastcall RegWrite_VoiceParams( u16 value )
{
const int core = CoreIdx;
const int voice = VoiceIdx;
V_Voice& thisvoice = Cores[core].Voices[voice];
switch (param)
{
case 0: //VOLL (Volume L)
case 1: //VOLR (Volume R)
{
V_VolumeSlide& thisvol = (param==0) ? thisvoice.Volume.Left : thisvoice.Volume.Right;
thisvol.Reg_VOL = value;
if (value & 0x8000) // +Lin/-Lin/+Exp/-Exp
{
thisvol.Mode = (value & 0xF000)>>12;
thisvol.Increment = (value & 0x3F);
}
else
{
// Constant Volume mode (no slides or envelopes)
// Volumes range from 0x3fff to 0x7fff, with 0x4000 serving as
// the "sign" bit, so a simple bitwise extension will do the trick:
thisvol.RegSet( value<<1 );
thisvol.Mode = 0;
thisvol.Increment = 0;
}
}
break;
case 2:
thisvoice.Pitch = value;
break;
case 3: // ADSR1 (Envelope)
thisvoice.ADSR.regADSR1 = value;
break;
case 4: // ADSR2 (Envelope)
thisvoice.ADSR.regADSR2 = value;
break;
case 5:
// [Air] : Mysterious ADSR set code. Too bad none of my games ever use it.
// (as usual... )
thisvoice.ADSR.Value = (value << 16) | value;
ConLog( "* SPU2: Mysterious ADSR Volume Set to 0x%x", value );
break;
case 6: thisvoice.Volume.Left.RegSet( value ); break;
case 7: thisvoice.Volume.Right.RegSet( value ); break;
jNO_DEFAULT;
}
}
template< int CoreIdx, int VoiceIdx, int address >
static void __fastcall RegWrite_VoiceAddr( u16 value )
{
const int core = CoreIdx;
const int voice = VoiceIdx;
V_Voice& thisvoice = Cores[core].Voices[voice];
switch (address)
{
case 0: // SSA (Waveform Start Addr) (hiword, 4 bits only)
thisvoice.StartA = ((value & 0x0F) << 16) | (thisvoice.StartA & 0xFFF8);
if( IsDevBuild )
DebugCores[core].Voices[voice].lastSetStartA = thisvoice.StartA;
break;
case 1: // SSA (loword)
thisvoice.StartA = (thisvoice.StartA & 0x0F0000) | (value & 0xFFF8);
if( IsDevBuild )
DebugCores[core].Voices[voice].lastSetStartA = thisvoice.StartA;
break;
case 2:
thisvoice.LoopStartA = ((value & 0x0F) << 16) | (thisvoice.LoopStartA & 0xFFF8);
thisvoice.LoopMode = 3;
break;
case 3:
thisvoice.LoopStartA = (thisvoice.LoopStartA & 0x0F0000) | (value & 0xFFF8);
thisvoice.LoopMode = 3;
break;
case 4:
thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8);
break;
case 5:
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8);
break;
}
}
template< int CoreIdx, int cAddr >
static void __fastcall RegWrite_Core( u16 value )
{
const int omem = cAddr;
const int core = CoreIdx;
V_Core& thiscore = Cores[core];
switch(omem)
{
case REG__1AC:
// ----------------------------------------------------------------------------
// 0x1ac / 0x5ac : direct-write to DMA address : special register (undocumented)
// ----------------------------------------------------------------------------
// On the GS, DMAs are actually pushed through a hardware register. Chances are the
// SPU works the same way, and "technically" *all* DMA data actually passes through
// the HW registers at 0x1ac (core0) and 0x5ac (core1). We handle normal DMAs in
// optimized block copy fashion elsewhere, but some games will write this register
// directly, so handle those here:
// Performance Note: The PS2 Bios uses this extensively right before booting games,
// causing massive slowdown if we don't shortcut it here.
for( int i=0; i<2; i++ )
{
if(Cores[i].IRQEnable && (Cores[i].IRQA == thiscore.TSA))
{
Spdif.Info = 4 << i;
SetIrqCall();
}
}
thiscore.DmaWrite( value );
break;
case REG_C_ATTR:
{
bool irqe = thiscore.IRQEnable;
int bit0 = thiscore.AttrBit0;
//int bit4 = thiscore.AttrBit4;
if( ((value>>15)&1) && (!thiscore.CoreEnabled) && (thiscore.InitDelay==0) ) // on init/reset
{
// When we have exact cycle update info from the Pcsx2 IOP unit, then use
// the more accurate delayed initialization system.
ConLog( " * SPU2: Runtime core%d reset requested, (but ignored. Hack.). \n", core );
// Fixme:
// Not initializing a core reset here fixes SH Shattered Memories and Silver Surfer audio.
// This is a hack, but better than clearing the wrong bits.
// Also check the commented out code in TimeUpdate() above.
/*if(cyclePtr != NULL)
{
thiscore.InitDelay = 1;
thiscore.Regs.STATX = 0;
}
else
{
thiscore.Reset(thiscore.Index);
}*/
}
thiscore.AttrBit0 =(value>> 0) & 0x01; //1 bit
thiscore.DMABits =(value>> 1) & 0x07; //3 bits
thiscore.AttrBit4 =(value>> 4) & 0x01; //1 bit
thiscore.AttrBit5 =(value>> 5) & 0x01; //1 bit
thiscore.IRQEnable =(value>> 6) & 0x01; //1 bit
thiscore.FxEnable =(value>> 7) & 0x01; //1 bit
thiscore.NoiseClk =(value>> 8) & 0x3f; //6 bits
//thiscore.Mute =(value>>14) & 0x01; //1 bit
thiscore.Mute=0;
thiscore.CoreEnabled=(value>>15) & 0x01; //1 bit
thiscore.Regs.ATTR =value&0x7fff;
if(value&0x000E)
{
ConLog(" * SPU2: Core %d ATTR unknown bits SET! value=%04x\n",core,value);
}
if(thiscore.AttrBit0!=bit0)
{
ConLog(" * SPU2: ATTR bit 0 set to %d\n",thiscore.AttrBit0);
}
if(thiscore.IRQEnable!=irqe)
{
ConLog(" * SPU2: IRQ %s\n",((thiscore.IRQEnable==0)?"disabled":"enabled"));
if(!thiscore.IRQEnable)
Spdif.Info=0;
}
}
break;
case REG_S_PMON:
for( int vc=1; vc<16; ++vc )
thiscore.Voices[vc].Modulated = (value >> vc) & 1;
SetLoWord( thiscore.Regs.PMON, value );
break;
case (REG_S_PMON + 2):
for( int vc=0; vc<8; ++vc )
thiscore.Voices[vc+16].Modulated = (value >> vc) & 1;
SetHiWord( thiscore.Regs.PMON, value );
break;
case REG_S_NON:
for( int vc=0; vc<16; ++vc)
thiscore.Voices[vc].Noise = (value >> vc) & 1;
SetLoWord( thiscore.Regs.NON, value );
break;
case (REG_S_NON + 2):
for( int vc=0; vc<8; ++vc )
thiscore.Voices[vc+16].Noise = (value >> vc) & 1;
SetHiWord( thiscore.Regs.NON, value );
break;
// Games like to repeatedly write these regs over and over with the same value, hence
// the shortcut that skips the bitloop if the values are equal.
#define vx_SetSomeBits( reg_out, mask_out, hiword ) \
{ \
const u32 result = thiscore.Regs.reg_out; \
if( hiword ) \
SetHiWord( thiscore.Regs.reg_out, value ); \
else \
SetLoWord( thiscore.Regs.reg_out, value ); \
if( result == thiscore.Regs.reg_out ) break; \
\
const uint start_bit = hiword ? 16 : 0; \
const uint end_bit = hiword ? 24 : 16; \
for (uint vc=start_bit, vx=1; vc<end_bit; ++vc, vx<<=1) \
thiscore.VoiceGates[vc].mask_out = (value & vx) ? -1 : 0; \
}
case REG_S_VMIXL:
vx_SetSomeBits( VMIXL, DryL, false );
break;
case (REG_S_VMIXL + 2):
vx_SetSomeBits( VMIXL, DryL, true );
break;
case REG_S_VMIXEL:
vx_SetSomeBits( VMIXEL, WetL, false );
break;
case (REG_S_VMIXEL + 2):
vx_SetSomeBits( VMIXEL, WetL, true );
break;
case REG_S_VMIXR:
vx_SetSomeBits( VMIXR, DryR, false );
break;
case (REG_S_VMIXR + 2):
vx_SetSomeBits( VMIXR, DryR, true );
break;
case REG_S_VMIXER:
vx_SetSomeBits( VMIXER, WetR, false );
break;
case (REG_S_VMIXER + 2):
vx_SetSomeBits( VMIXER, WetR, true );
break;
case REG_P_MMIX:
{
// Each MMIX gate is assigned either 0 or 0xffffffff depending on the status
// of the MMIX bits. I use -1 below as a shorthand for 0xffffffff. :)
const int vx = value & ((core==0) ? 0xFF0 : 0xFFF);
thiscore.WetGate.ExtR = (vx & 0x001) ? -1 : 0;
thiscore.WetGate.ExtL = (vx & 0x002) ? -1 : 0;
thiscore.DryGate.ExtR = (vx & 0x004) ? -1 : 0;
thiscore.DryGate.ExtL = (vx & 0x008) ? -1 : 0;
thiscore.WetGate.InpR = (vx & 0x010) ? -1 : 0;
thiscore.WetGate.InpL = (vx & 0x020) ? -1 : 0;
thiscore.DryGate.InpR = (vx & 0x040) ? -1 : 0;
thiscore.DryGate.InpL = (vx & 0x080) ? -1 : 0;
thiscore.WetGate.SndR = (vx & 0x100) ? -1 : 0;
thiscore.WetGate.SndL = (vx & 0x200) ? -1 : 0;
thiscore.DryGate.SndR = (vx & 0x400) ? -1 : 0;
thiscore.DryGate.SndL = (vx & 0x800) ? -1 : 0;
thiscore.Regs.MMIX = value;
}
break;
case (REG_S_KON + 2):
StartVoices(core,((u32)value)<<16);
break;
case REG_S_KON:
StartVoices(core,((u32)value));
break;
case (REG_S_KOFF + 2):
StopVoices(core,((u32)value)<<16);
break;
case REG_S_KOFF:
StopVoices(core,((u32)value));
break;
case REG_S_ENDX:
thiscore.Regs.ENDX&=0x00FF0000;
break;
case (REG_S_ENDX + 2):
thiscore.Regs.ENDX&=0xFFFF;
break;
// Reverb Start and End Address Writes!
// * Yes, these are backwards from all the volumes -- the hiword comes FIRST (wtf!)
// * End position is a hiword only! Loword is always ffff.
// * The Reverb buffer position resets on writes to StartA. It probably resets
// on writes to End too. Docs don't say, but they're for PSX, which couldn't
// change the end address anyway.
case REG_A_ESA:
SetHiWord( thiscore.EffectsStartA, value );
thiscore.RevBuffers.NeedsUpdated = true;
thiscore.ReverbX = 0;
break;
case (REG_A_ESA + 2):
SetLoWord( thiscore.EffectsStartA, value );
thiscore.RevBuffers.NeedsUpdated = true;
thiscore.ReverbX = 0;
break;
case REG_A_EEA:
thiscore.EffectsEndA = ((u32)value<<16) | 0xFFFF;
thiscore.RevBuffers.NeedsUpdated = true;
thiscore.ReverbX = 0;
break;
case REG_S_ADMAS:
//ConLog(" * SPU2: Core %d AutoDMAControl set to %d (%d)\n",core,value, Cycles);
thiscore.AutoDMACtrl=value;
if(value==0)
{
thiscore.AdmaInProgress=0;
}
break;
default:
{
const int addr = omem | ( (core == 1) ? 0x400 : 0 );
*(regtable[addr>>1]) = value;
}
break;
}
}
template< int CoreIdx, int addr >
static void __fastcall RegWrite_CoreExt( u16 value )
{
V_Core& thiscore = Cores[CoreIdx];
const int core = CoreIdx;
switch(addr)
{
// Master Volume Address Write!
case REG_P_MVOLL:
case REG_P_MVOLR:
{
V_VolumeSlide& thisvol = (addr==REG_P_MVOLL) ? thiscore.MasterVol.Left : thiscore.MasterVol.Right;
if( value & 0x8000 ) // +Lin/-Lin/+Exp/-Exp
{
thisvol.Mode = (value & 0xE000) / 0x2000;
thisvol.Increment = (value & 0x7F); // | ((value & 0x800)/0x10);
}
else
{
// Constant Volume mode (no slides or envelopes)
// Volumes range from 0x3fff to 0x7fff, with 0x4000 serving as
// the "sign" bit, so a simple bitwise extension will do the trick:
thisvol.Value = GetVol32( value<<1 );
thisvol.Mode = 0;
thisvol.Increment = 0;
}
thisvol.Reg_VOL = value;
}
break;
case REG_P_EVOLL:
thiscore.FxVol.Left = GetVol32( value );
break;
case REG_P_EVOLR:
thiscore.FxVol.Right = GetVol32( value );
break;
case REG_P_AVOLL:
thiscore.ExtVol.Left = GetVol32( value );
break;
case REG_P_AVOLR:
thiscore.ExtVol.Right = GetVol32( value );
break;
case REG_P_BVOLL:
thiscore.InpVol.Left = GetVol32( value );
break;
case REG_P_BVOLR:
thiscore.InpVol.Right = GetVol32( value );
break;
default:
{
const int raddr = addr + ((core==1) ? 0x28 : 0 );
*(regtable[raddr>>1]) = value;
}
break;
}
}
template< int core, int addr >
static void __fastcall RegWrite_Reverb( u16 value )
{
// Signal to the Reverb code that the effects buffers need to be re-aligned.
// This is both simple, efficient, and safe, since we only want to re-align
// buffers after both hi and lo words have been written.
*(regtable[addr>>1]) = value;
Cores[core].RevBuffers.NeedsUpdated = true;
}
template< int addr >
static void __fastcall RegWrite_SPDIF( u16 value )
{
*(regtable[addr>>1]) = value;
UpdateSpdifMode();
}
template< int addr >
static void __fastcall RegWrite_Raw( u16 value )
{
*(regtable[addr>>1]) = value;
}
// --------------------------------------------------------------------------------------
// Macros for tbl_reg_writes
// --------------------------------------------------------------------------------------
#define VoiceParamsSet( core, voice ) \
RegWrite_VoiceParams<core,voice,0>, RegWrite_VoiceParams<core,voice,1>, \
RegWrite_VoiceParams<core,voice,2>, RegWrite_VoiceParams<core,voice,3>, \
RegWrite_VoiceParams<core,voice,4>, RegWrite_VoiceParams<core,voice,5>, \
RegWrite_VoiceParams<core,voice,6>, RegWrite_VoiceParams<core,voice,7>
#define VoiceParamsCore( core ) \
VoiceParamsSet(core, 0), VoiceParamsSet(core, 1), VoiceParamsSet(core, 2), VoiceParamsSet(core, 3 ), \
VoiceParamsSet(core, 4), VoiceParamsSet(core, 5), VoiceParamsSet(core, 6), VoiceParamsSet(core, 7 ), \
VoiceParamsSet(core, 8), VoiceParamsSet(core, 9), VoiceParamsSet(core, 10),VoiceParamsSet(core, 11 ), \
VoiceParamsSet(core, 12),VoiceParamsSet(core, 13),VoiceParamsSet(core, 14),VoiceParamsSet(core, 15 ), \
VoiceParamsSet(core, 16),VoiceParamsSet(core, 17),VoiceParamsSet(core, 18),VoiceParamsSet(core, 19 ), \
VoiceParamsSet(core, 20),VoiceParamsSet(core, 21),VoiceParamsSet(core, 22),VoiceParamsSet(core, 23 )
#define VoiceAddrSet( core, voice ) \
RegWrite_VoiceAddr<core,voice,0>, RegWrite_VoiceAddr<core,voice,1>, \
RegWrite_VoiceAddr<core,voice,2>, RegWrite_VoiceAddr<core,voice,3>, \
RegWrite_VoiceAddr<core,voice,4>, RegWrite_VoiceAddr<core,voice,5>
#define CoreParamsPair( core, omem ) \
RegWrite_Core<core, omem>, RegWrite_Core<core, (omem+2)>
#define ReverbPair( core, mem ) \
RegWrite_Reverb<core, mem>, RegWrite_Core<core, (mem+2)>
#define REGRAW(addr) RegWrite_Raw<addr>
// --------------------------------------------------------------------------------------
// tbl_reg_writes - Register Write Function Invocation LUT
// --------------------------------------------------------------------------------------
typedef void __fastcall RegWriteHandler( u16 value );
static RegWriteHandler * const tbl_reg_writes[0x401] =
{
VoiceParamsCore(0), // 0x000 -> 0x180
CoreParamsPair(0,REG_S_PMON),
CoreParamsPair(0,REG_S_NON),
CoreParamsPair(0,REG_S_VMIXL),
CoreParamsPair(0,REG_S_VMIXEL),
CoreParamsPair(0,REG_S_VMIXR),
CoreParamsPair(0,REG_S_VMIXER),
RegWrite_Core<0,REG_P_MMIX>,
RegWrite_Core<0,REG_C_ATTR>,
CoreParamsPair(0,REG_A_IRQA),
CoreParamsPair(0,REG_S_KON),
CoreParamsPair(0,REG_S_KOFF),
CoreParamsPair(0,REG_A_TSA),
CoreParamsPair(0,REG__1AC),
RegWrite_Core<0,REG_S_ADMAS>,
REGRAW(0x1b2),
REGRAW(0x1b4), REGRAW(0x1b6),
REGRAW(0x1b8), REGRAW(0x1ba),
REGRAW(0x1bc), REGRAW(0x1be),
// 0x1c0!
VoiceAddrSet(0, 0),VoiceAddrSet(0, 1),VoiceAddrSet(0, 2),VoiceAddrSet(0, 3),VoiceAddrSet(0, 4),VoiceAddrSet(0, 5),
VoiceAddrSet(0, 6),VoiceAddrSet(0, 7),VoiceAddrSet(0, 8),VoiceAddrSet(0, 9),VoiceAddrSet(0,10),VoiceAddrSet(0,11),
VoiceAddrSet(0,12),VoiceAddrSet(0,13),VoiceAddrSet(0,14),VoiceAddrSet(0,15),VoiceAddrSet(0,16),VoiceAddrSet(0,17),
VoiceAddrSet(0,18),VoiceAddrSet(0,19),VoiceAddrSet(0,20),VoiceAddrSet(0,21),VoiceAddrSet(0,22),VoiceAddrSet(0,23),
CoreParamsPair(0,REG_A_ESA),
ReverbPair(0,R_FB_SRC_A), // 0x02E4 // Feedback Source A
ReverbPair(0,R_FB_SRC_B), // 0x02E8 // Feedback Source B
ReverbPair(0,R_IIR_DEST_A0), // 0x02EC
ReverbPair(0,R_IIR_DEST_A1), // 0x02F0
ReverbPair(0,R_ACC_SRC_A0), // 0x02F4
ReverbPair(0,R_ACC_SRC_A1), // 0x02F8
ReverbPair(0,R_ACC_SRC_B0), // 0x02FC
ReverbPair(0,R_ACC_SRC_B1), // 0x0300
ReverbPair(0,R_IIR_SRC_A0), // 0x0304
ReverbPair(0,R_IIR_SRC_A1), // 0x0308
ReverbPair(0,R_IIR_DEST_B0), // 0x030C
ReverbPair(0,R_IIR_DEST_B1), // 0x0310
ReverbPair(0,R_ACC_SRC_C0), // 0x0314
ReverbPair(0,R_ACC_SRC_C1), // 0x0318
ReverbPair(0,R_ACC_SRC_D0), // 0x031C
ReverbPair(0,R_ACC_SRC_D1), // 0x0320
ReverbPair(0,R_IIR_SRC_B1), // 0x0324
ReverbPair(0,R_IIR_SRC_B0), // 0x0328
ReverbPair(0,R_MIX_DEST_A0), // 0x032C
ReverbPair(0,R_MIX_DEST_A1), // 0x0330
ReverbPair(0,R_MIX_DEST_B0), // 0x0334
ReverbPair(0,R_MIX_DEST_B1), // 0x0338
RegWrite_Core<0,REG_A_EEA>, NULL,
CoreParamsPair(0,REG_S_ENDX), // 0x0340 // End Point passed flag
RegWrite_Core<0,REG_P_STATX>, // 0x0344 // Status register?
//0x346 here
REGRAW(0x346),
REGRAW(0x348),REGRAW(0x34A),REGRAW(0x34C),REGRAW(0x34E),
REGRAW(0x350),REGRAW(0x352),REGRAW(0x354),REGRAW(0x356),
REGRAW(0x358),REGRAW(0x35A),REGRAW(0x35C),REGRAW(0x35E),
REGRAW(0x360),REGRAW(0x362),REGRAW(0x364),REGRAW(0x366),
REGRAW(0x368),REGRAW(0x36A),REGRAW(0x36C),REGRAW(0x36E),
REGRAW(0x370),REGRAW(0x372),REGRAW(0x374),REGRAW(0x376),
REGRAW(0x378),REGRAW(0x37A),REGRAW(0x37C),REGRAW(0x37E),
REGRAW(0x380),REGRAW(0x382),REGRAW(0x384),REGRAW(0x386),
REGRAW(0x388),REGRAW(0x38A),REGRAW(0x38C),REGRAW(0x38E),
REGRAW(0x390),REGRAW(0x392),REGRAW(0x394),REGRAW(0x396),
REGRAW(0x398),REGRAW(0x39A),REGRAW(0x39C),REGRAW(0x39E),
REGRAW(0x3A0),REGRAW(0x3A2),REGRAW(0x3A4),REGRAW(0x3A6),
REGRAW(0x3A8),REGRAW(0x3AA),REGRAW(0x3AC),REGRAW(0x3AE),
REGRAW(0x3B0),REGRAW(0x3B2),REGRAW(0x3B4),REGRAW(0x3B6),
REGRAW(0x3B8),REGRAW(0x3BA),REGRAW(0x3BC),REGRAW(0x3BE),
REGRAW(0x3C0),REGRAW(0x3C2),REGRAW(0x3C4),REGRAW(0x3C6),
REGRAW(0x3C8),REGRAW(0x3CA),REGRAW(0x3CC),REGRAW(0x3CE),
REGRAW(0x3D0),REGRAW(0x3D2),REGRAW(0x3D4),REGRAW(0x3D6),
REGRAW(0x3D8),REGRAW(0x3DA),REGRAW(0x3DC),REGRAW(0x3DE),
REGRAW(0x3E0),REGRAW(0x3E2),REGRAW(0x3E4),REGRAW(0x3E6),
REGRAW(0x3E8),REGRAW(0x3EA),REGRAW(0x3EC),REGRAW(0x3EE),
REGRAW(0x3F0),REGRAW(0x3F2),REGRAW(0x3F4),REGRAW(0x3F6),
REGRAW(0x3F8),REGRAW(0x3FA),REGRAW(0x3FC),REGRAW(0x3FE),
// AND... we reached 0x400!
// Last verse, same as the first:
VoiceParamsCore(1), // 0x000 -> 0x180
CoreParamsPair(1,REG_S_PMON),
CoreParamsPair(1,REG_S_NON),
CoreParamsPair(1,REG_S_VMIXL),
CoreParamsPair(1,REG_S_VMIXEL),
CoreParamsPair(1,REG_S_VMIXR),
CoreParamsPair(1,REG_S_VMIXER),
RegWrite_Core<1,REG_P_MMIX>,
RegWrite_Core<1,REG_C_ATTR>,
CoreParamsPair(1,REG_A_IRQA),
CoreParamsPair(1,REG_S_KON),
CoreParamsPair(1,REG_S_KOFF),
CoreParamsPair(1,REG_A_TSA),
CoreParamsPair(1,REG__1AC),
RegWrite_Core<1,REG_S_ADMAS>,
REGRAW(0x5b2),
REGRAW(0x5b4), REGRAW(0x5b6),
REGRAW(0x5b8), REGRAW(0x5ba),
REGRAW(0x5bc), REGRAW(0x5be),
// 0x1c0!
VoiceAddrSet(1, 0),VoiceAddrSet(1, 1),VoiceAddrSet(1, 2),VoiceAddrSet(1, 3),VoiceAddrSet(1, 4),VoiceAddrSet(1, 5),
VoiceAddrSet(1, 6),VoiceAddrSet(1, 7),VoiceAddrSet(1, 8),VoiceAddrSet(1, 9),VoiceAddrSet(1,10),VoiceAddrSet(1,11),
VoiceAddrSet(1,12),VoiceAddrSet(1,13),VoiceAddrSet(1,14),VoiceAddrSet(1,15),VoiceAddrSet(1,16),VoiceAddrSet(1,17),
VoiceAddrSet(1,18),VoiceAddrSet(1,19),VoiceAddrSet(1,20),VoiceAddrSet(1,21),VoiceAddrSet(1,22),VoiceAddrSet(1,23),
CoreParamsPair(1,REG_A_ESA),
ReverbPair(1,R_FB_SRC_A), // 0x02E4 // Feedback Source A
ReverbPair(1,R_FB_SRC_B), // 0x02E8 // Feedback Source B
ReverbPair(1,R_IIR_DEST_A0), // 0x02EC
ReverbPair(1,R_IIR_DEST_A1), // 0x02F0
ReverbPair(1,R_ACC_SRC_A0), // 0x02F4
ReverbPair(1,R_ACC_SRC_A1), // 0x02F8
ReverbPair(1,R_ACC_SRC_B0), // 0x02FC
ReverbPair(1,R_ACC_SRC_B1), // 0x0300
ReverbPair(1,R_IIR_SRC_A0), // 0x0304
ReverbPair(1,R_IIR_SRC_A1), // 0x0308
ReverbPair(1,R_IIR_DEST_B0), // 0x030C
ReverbPair(1,R_IIR_DEST_B1), // 0x0310
ReverbPair(1,R_ACC_SRC_C0), // 0x0314
ReverbPair(1,R_ACC_SRC_C1), // 0x0318
ReverbPair(1,R_ACC_SRC_D0), // 0x031C
ReverbPair(1,R_ACC_SRC_D1), // 0x0320
ReverbPair(1,R_IIR_SRC_B1), // 0x0324
ReverbPair(1,R_IIR_SRC_B0), // 0x0328
ReverbPair(1,R_MIX_DEST_A0), // 0x032C
ReverbPair(1,R_MIX_DEST_A1), // 0x0330
ReverbPair(1,R_MIX_DEST_B0), // 0x0334
ReverbPair(1,R_MIX_DEST_B1), // 0x0338
RegWrite_Core<1,REG_A_EEA>, NULL,
CoreParamsPair(1,REG_S_ENDX), // 0x0340 // End Point passed flag
RegWrite_Core<1,REG_P_STATX>, // 0x0344 // Status register?
REGRAW(0x746),
REGRAW(0x748),REGRAW(0x74A),REGRAW(0x74C),REGRAW(0x74E),
REGRAW(0x750),REGRAW(0x752),REGRAW(0x754),REGRAW(0x756),
REGRAW(0x758),REGRAW(0x75A),REGRAW(0x75C),REGRAW(0x75E),
// ------ -------
RegWrite_CoreExt<0,REG_P_MVOLL>, // 0x0760 // Master Volume Left
RegWrite_CoreExt<0,REG_P_MVOLR>, // 0x0762 // Master Volume Right
RegWrite_CoreExt<0,REG_P_EVOLL>, // 0x0764 // Effect Volume Left
RegWrite_CoreExt<0,REG_P_EVOLR>, // 0x0766 // Effect Volume Right
RegWrite_CoreExt<0,REG_P_AVOLL>, // 0x0768 // Core External Input Volume Left (Only Core 1)
RegWrite_CoreExt<0,REG_P_AVOLR>, // 0x076A // Core External Input Volume Right (Only Core 1)
RegWrite_CoreExt<0,REG_P_BVOLL>, // 0x076C // Sound Data Volume Left
RegWrite_CoreExt<0,REG_P_BVOLR>, // 0x076E // Sound Data Volume Right
RegWrite_CoreExt<0,REG_P_MVOLXL>, // 0x0770 // Current Master Volume Left
RegWrite_CoreExt<0,REG_P_MVOLXR>, // 0x0772 // Current Master Volume Right
RegWrite_CoreExt<0,R_IIR_ALPHA>, // 0x0774 //IIR alpha (% used)
RegWrite_CoreExt<0,R_ACC_COEF_A>, // 0x0776
RegWrite_CoreExt<0,R_ACC_COEF_B>, // 0x0778
RegWrite_CoreExt<0,R_ACC_COEF_C>, // 0x077A
RegWrite_CoreExt<0,R_ACC_COEF_D>, // 0x077C
RegWrite_CoreExt<0,R_IIR_COEF>, // 0x077E
RegWrite_CoreExt<0,R_FB_ALPHA>, // 0x0780 //feedback alpha (% used)
RegWrite_CoreExt<0,R_FB_X>, // 0x0782 //feedback
RegWrite_CoreExt<0,R_IN_COEF_L>, // 0x0784
RegWrite_CoreExt<0,R_IN_COEF_R>, // 0x0786
// ------ -------
RegWrite_CoreExt<1,REG_P_MVOLL>, // 0x0788 // Master Volume Left
RegWrite_CoreExt<1,REG_P_MVOLR>, // 0x078A // Master Volume Right
RegWrite_CoreExt<1,REG_P_EVOLL>, // 0x0764 // Effect Volume Left
RegWrite_CoreExt<1,REG_P_EVOLR>, // 0x0766 // Effect Volume Right
RegWrite_CoreExt<1,REG_P_AVOLL>, // 0x0768 // Core External Input Volume Left (Only Core 1)
RegWrite_CoreExt<1,REG_P_AVOLR>, // 0x076A // Core External Input Volume Right (Only Core 1)
RegWrite_CoreExt<1,REG_P_BVOLL>, // 0x076C // Sound Data Volume Left
RegWrite_CoreExt<1,REG_P_BVOLR>, // 0x076E // Sound Data Volume Right
RegWrite_CoreExt<1,REG_P_MVOLXL>, // 0x0770 // Current Master Volume Left
RegWrite_CoreExt<1,REG_P_MVOLXR>, // 0x0772 // Current Master Volume Right
RegWrite_CoreExt<1,R_IIR_ALPHA>, // 0x0774 //IIR alpha (% used)
RegWrite_CoreExt<1,R_ACC_COEF_A>, // 0x0776
RegWrite_CoreExt<1,R_ACC_COEF_B>, // 0x0778
RegWrite_CoreExt<1,R_ACC_COEF_C>, // 0x077A
RegWrite_CoreExt<1,R_ACC_COEF_D>, // 0x077C
RegWrite_CoreExt<1,R_IIR_COEF>, // 0x077E
RegWrite_CoreExt<1,R_FB_ALPHA>, // 0x0780 //feedback alpha (% used)
RegWrite_CoreExt<1,R_FB_X>, // 0x0782 //feedback
RegWrite_CoreExt<1,R_IN_COEF_L>, // 0x0784
RegWrite_CoreExt<1,R_IN_COEF_R>, // 0x0786
REGRAW(0x7B0),REGRAW(0x7B2),REGRAW(0x7B4),REGRAW(0x7B6),
REGRAW(0x7B8),REGRAW(0x7BA),REGRAW(0x7BC),REGRAW(0x7BE),
// SPDIF interface
RegWrite_SPDIF<SPDIF_OUT>, // 0x07C0 // SPDIF Out: OFF/'PCM'/Bitstream/Bypass
RegWrite_SPDIF<SPDIF_IRQINFO>, // 0x07C2
REGRAW(0x7C4),
RegWrite_SPDIF<SPDIF_MODE>, // 0x07C6
RegWrite_SPDIF<SPDIF_MEDIA>, // 0x07C8 // SPDIF Media: 'CD'/DVD
REGRAW(0x7CA),
RegWrite_SPDIF<SPDIF_PROTECT>, // 0x07CC // SPDIF Copy Protection
REGRAW(0x7CE),
REGRAW(0x7D0),REGRAW(0x7D2),REGRAW(0x7D4),REGRAW(0x7D6),
REGRAW(0x7D8),REGRAW(0x7DA),REGRAW(0x7DC),REGRAW(0x7DE),
REGRAW(0x7E0),REGRAW(0x7E2),REGRAW(0x7E4),REGRAW(0x7E6),
REGRAW(0x7E8),REGRAW(0x7EA),REGRAW(0x7EC),REGRAW(0x7EE),
REGRAW(0x7F0),REGRAW(0x7F2),REGRAW(0x7F4),REGRAW(0x7F6),
REGRAW(0x7F8),REGRAW(0x7FA),REGRAW(0x7FC),REGRAW(0x7FE),
NULL // should be at 0x400! (we assert check it on startup)
};
__forceinline void SPU2_FastWrite( u32 rmem, u16 value )
{
tbl_reg_writes[(rmem&0x7ff)/2]( value );
}
void StartVoices(int core, u32 value)
{
// Optimization: Games like to write zero to the KeyOn reg a lot, so shortcut
// this loop if value is zero.
if( value == 0 ) return;
Cores[core].Regs.ENDX &= ~value;
for( u8 vc=0; vc<V_Core::NumVoices; vc++ )
{
if ((value>>vc) & 1)
{
Cores[core].Voices[vc].Start();
if( IsDevBuild )
{
V_Voice& thisvc( Cores[core].Voices[vc] );
if(MsgKeyOnOff()) ConLog(" * SPU2: KeyOn: C%dV%02d: SSA: %8x; M: %s%s%s%s; H: %02x%02x; P: %04x V: %04x/%04x; ADSR: %04x%04x\n",
core,vc,thisvc.StartA,
(Cores[core].VoiceGates[vc].DryL)?"+":"-",(Cores[core].VoiceGates[vc].DryR)?"+":"-",
(Cores[core].VoiceGates[vc].WetL)?"+":"-",(Cores[core].VoiceGates[vc].WetR)?"+":"-",
*(u8*)GetMemPtr(thisvc.StartA),*(u8 *)GetMemPtr((thisvc.StartA)+1),
thisvc.Pitch,
thisvc.Volume.Left.Value>>16,thisvc.Volume.Right.Value>>16,
thisvc.ADSR.regADSR1,thisvc.ADSR.regADSR2);
}
}
}
}
void StopVoices(int core, u32 value)
{
if( value == 0 ) return;
for( u8 vc=0; vc<V_Core::NumVoices; vc++ )
{
if ((value>>vc) & 1)
{
Cores[core].Voices[vc].ADSR.Releasing = true;
//if(MsgKeyOnOff()) ConLog(" * SPU2: KeyOff: Core %d; Voice %d.\n",core,vc);
}
}
}