pcsx2/plugins/spu2-x/src/defs.h

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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]
*
* This library 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 Foundation; either version 2.1 of the the License, or (at your
* option) any later version.
*
* This library is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* 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 this library; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef DEFS_H_INCLUDED
#define DEFS_H_INCLUDED
struct V_VolumeLR
{
static V_VolumeLR Max;
s32 Left;
s32 Right;
V_VolumeLR() {}
V_VolumeLR( s32 both ) :
Left( both ),
Right( both )
{
}
void DebugDump( FILE* dump, const char* title );
};
struct V_VolumeSlide
{
// Holds the "original" value of the volume for this voice, prior to slides.
// (ie, the volume as written to the register)
s16 Reg_VOL;
s32 Value;
s8 Increment;
s8 Mode;
public:
V_VolumeSlide() {}
V_VolumeSlide( s16 regval, s32 fullvol ) :
Reg_VOL( regval ),
Value( fullvol ),
Increment( 0 ),
Mode( 0 )
{
}
void Update();
void RegSet( u16 src ); // used to set the volume from a register source (16 bit signed)
void DebugDump( FILE* dump, const char* title, const char* nameLR );
};
struct V_VolumeSlideLR
{
static V_VolumeSlideLR Max;
V_VolumeSlide Left;
V_VolumeSlide Right;
public:
V_VolumeSlideLR() {}
V_VolumeSlideLR( s16 regval, s32 bothval ) :
Left( regval, bothval ),
Right( regval, bothval )
{
}
void Update()
{
Left.Update();
Right.Update();
}
void DebugDump( FILE* dump, const char* title );
};
struct V_ADSR
{
u16 Reg_ADSR1;
u16 Reg_ADSR2;
s32 Value; // Ranges from 0 to 0x7fffffff (signed values are clamped to 0) [Reg_ENVX]
u8 Phase;
u8 AttackRate; // Ar
u8 AttackMode; // Am
u8 DecayRate; // Dr
u8 SustainLevel; // Sl
u8 SustainRate; // Sr
u8 SustainMode; // Sm
u8 ReleaseRate; // Rr
u8 ReleaseMode; // Rm
bool Releasing; // Ready To Release, triggered by Voice.Stop();
public:
bool Calculate();
};
struct V_Voice
{
u32 PlayCycle; // SPU2 cycle where the Playing started
V_VolumeSlideLR Volume;
// Envelope
V_ADSR ADSR;
// Pitch (also Reg_PITCH)
s16 Pitch;
// Pitch Modulated by previous voice
s8 Modulated;
// Source (Wave/Noise)
s8 Noise;
// Direct Output for Left Channel
s32 DryL;
// Direct Output for Right Channel
s32 DryR;
// Effect Output for Left Channel
s32 WetL;
// Effect Output for Right Channel
s32 WetR;
// Loop Start address (also Reg_LSAH/L)
u32 LoopStartA;
// Sound Start address (also Reg_SSAH/L)
u32 StartA;
// Next Read Data address (also Reg_NAXH/L)
u32 NextA;
// Voice Decoding State
s32 Prev1;
s32 Prev2;
s8 LoopMode;
s8 LoopFlags;
// [Air] : Replaced loop flags read from the ADPCM header with
// a single LoopFlags value (above) -- more cache-friendly.
//s8 LoopStart;
//s8 Loop;
//s8 LoopEnd;
// Sample pointer (19:12 bit fixed point)
s32 SP;
// Sample pointer for Cubic Interpolation
// Cubic interpolation mixes a sample behind Linear, so that it
// can have sample data to either side of the end points from which
// to extrapolate. This SP represents that late sample position.
s32 SPc;
// Previous sample values - used for interpolation
// Inverted order of these members to match the access order in the
// code (might improve cache hits).
s32 PV4;
s32 PV3;
s32 PV2;
s32 PV1;
// Last outputted audio value, used for voice modulation.
s32 OutX;
// SBuffer now points directly to an ADPCM cache entry.
s16 *SBuffer;
// sample position within the current decoded packet.
s32 SCurrent;
void Start();
void Stop();
};
// ** Begin Debug-only variables section **
// Separated from the V_Voice struct to improve cache performance of
// the Public Release build.
struct V_VoiceDebug
{
s8 FirstBlock;
s32 SampleData;
s32 PeakX;
s32 displayPeak;
s32 lastSetStartA;
};
struct V_CoreDebug
{
V_VoiceDebug Voices[24];
// Last Transfer Size
u32 lastsize;
};
// Debug tracking information - 24 voices and 2 cores.
extern V_CoreDebug DebugCores[2];
struct V_Reverb
{
s16 IN_COEF_L;
s16 IN_COEF_R;
u32 FB_SRC_A;
u32 FB_SRC_B;
s16 FB_ALPHA;
s16 FB_X;
u32 IIR_SRC_A0;
u32 IIR_SRC_A1;
u32 IIR_SRC_B1;
u32 IIR_SRC_B0;
u32 IIR_DEST_A0;
u32 IIR_DEST_A1;
u32 IIR_DEST_B0;
u32 IIR_DEST_B1;
s16 IIR_ALPHA;
s16 IIR_COEF;
u32 ACC_SRC_A0;
u32 ACC_SRC_A1;
u32 ACC_SRC_B0;
u32 ACC_SRC_B1;
u32 ACC_SRC_C0;
u32 ACC_SRC_C1;
u32 ACC_SRC_D0;
u32 ACC_SRC_D1;
s16 ACC_COEF_A;
s16 ACC_COEF_B;
s16 ACC_COEF_C;
s16 ACC_COEF_D;
u32 MIX_DEST_A0;
u32 MIX_DEST_A1;
u32 MIX_DEST_B0;
u32 MIX_DEST_B1;
};
struct V_ReverbBuffers
{
s32 FB_SRC_A0;
s32 FB_SRC_B0;
s32 FB_SRC_A1;
s32 FB_SRC_B1;
s32 IIR_SRC_A0;
s32 IIR_SRC_A1;
s32 IIR_SRC_B1;
s32 IIR_SRC_B0;
s32 IIR_DEST_A0;
s32 IIR_DEST_A1;
s32 IIR_DEST_B0;
s32 IIR_DEST_B1;
s32 ACC_SRC_A0;
s32 ACC_SRC_A1;
s32 ACC_SRC_B0;
s32 ACC_SRC_B1;
s32 ACC_SRC_C0;
s32 ACC_SRC_C1;
s32 ACC_SRC_D0;
s32 ACC_SRC_D1;
s32 MIX_DEST_A0;
s32 MIX_DEST_A1;
s32 MIX_DEST_B0;
s32 MIX_DEST_B1;
bool NeedsUpdated;
};
struct V_SPDIF
{
u16 Out;
u16 Info;
u16 Unknown1;
u16 Mode;
u16 Media;
u16 Unknown2;
u16 Protection;
};
struct V_CoreRegs
{
u32 PMON;
u32 NON;
u32 VMIXL;
u32 VMIXR;
u32 VMIXEL;
u32 VMIXER;
u16 MMIX;
u32 ENDX;
u16 STATX;
u16 ATTR;
u16 _1AC;
};
struct V_Core
{
// Core Voices
V_Voice Voices[24];
V_VolumeSlideLR MasterVol;// Master Volume
V_VolumeLR ExtVol; // Volume for External Data Input
V_VolumeLR InpVol; // Volume for Sound Data Input
V_VolumeLR FxVol; // Volume for Output from Effects
// Interrupt Address
u32 IRQA;
// DMA Transfer Start Address
u32 TSA;
// DMA Transfer Data Address (Internal...)
u32 TDA;
// External Input to Direct Output (Left)
s32 ExtDryL;
// External Input to Direct Output (Right)
s32 ExtDryR;
// External Input to Effects (Left)
s32 ExtWetL;
// External Input to Effects (Right)
s32 ExtWetR;
// Sound Data Input to Direct Output (Left)
s32 InpDryL;
// Sound Data Input to Direct Output (Right)
s32 InpDryR;
// Sound Data Input to Effects (Left)
s32 InpWetL;
// Sound Data Input to Effects (Right)
s32 InpWetR;
// Voice Data to Direct Output (Left)
s32 SndDryL;
// Voice Data to Direct Output (Right)
s32 SndDryR;
// Voice Data to Effects (Left)
s32 SndWetL;
// Voice Data to Effects (Right)
s32 SndWetR;
// Interrupt Enable
s8 IRQEnable;
// DMA related?
s8 DMABits;
// Effect Enable
s8 FxEnable;
// Noise Clock
s8 NoiseClk;
// AutoDMA Status
u16 AutoDMACtrl;
// DMA Interrupt Counter
s32 DMAICounter;
// Mute
s8 Mute;
// Input Buffer
u32 InputDataLeft;
u32 InputPos;
u32 InputDataProgress;
u8 AdmaInProgress;
// Reverb
V_Reverb Revb;
V_ReverbBuffers RevBuffers; // buffer pointers for reverb, pre-calculated and pre-clipped.
u32 EffectsStartA;
u32 EffectsEndA;
u32 ReverbX;
// Current size of the effects buffer. Pre-caculated when the effects start
// or end position registers are written. CAN BE NEGATIVE OR ZERO, in which
// case reverb should be disabled.
s32 EffectsBufferSize;
// Registers
V_CoreRegs Regs;
// Last samples to pass through the effects processor.
// Used because the effects processor works at 24khz and just pulls
// from this for the odd Ts.
StereoOut32 LastEffect;
u8 InitDelay;
u8 CoreEnabled;
u8 AttrBit0;
u8 AttrBit4;
u8 AttrBit5;
u16*DMAPtr;
u32 MADR;
u32 TADR;
s16 ADMATempBuffer[0x1000];
u32 ADMAPV;
StereoOut32 ADMAP;
void Reset();
void UpdateEffectsBufferSize();
V_Core(); // our badass constructor
s32 EffectsBufferIndexer( s32 offset ) const;
void UpdateFeedbackBuffersA();
void UpdateFeedbackBuffersB();
};
extern V_Core Cores[2];
extern V_SPDIF Spdif;
// Output Buffer Writing Position (the same for all data);
extern s16 OutPos;
// Input Buffer Reading Position (the same for all data);
extern s16 InputPos;
// SPU Mixing Cycles ("Ticks mixed" counter)
extern u32 Cycles;
#endif // DEFS_H_INCLUDED //