pcsx2/plugins/spu2-x/src/SaveStateSPU.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]
*
* 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
*
*/
#include "Spu2.h"
namespace Savestate {
struct SPU2freezeData
{
u32 version;
u8 unkregs[0x10000];
u8 mem[0x200000];
u32 id;
V_Core Cores[2];
V_SPDIF Spdif;
s16 OutPos;
s16 InputPos;
u32 Cycles;
u32 lClocks;
int PlayMode;
// Used as a base pointer to a series PcmCache blocks.
PcmCacheEntry cacheData;
};
// Arbitrary ID to identify SPU2-X saves.
static const u32 SAVE_ID = 0x1227521;
// versioning for saves.
// Increment this when changes to the savestate system are made.
static const u32 SAVE_VERSION = 0x0005;
static void wipe_the_cache()
{
memset( pcm_cache_data, 0, pcm_BlockCount * sizeof(PcmCacheEntry) );
}
static s16 old_state_sBuffer[pcm_DecodedSamplesPerBlock] = {0};
typedef s32 __fastcall FreezeHandlerFunction( SPU2freezeData& data );
s32 __fastcall FreezeIt( SPU2freezeData& spud )
{
spud.id = SAVE_ID;
spud.version = SAVE_VERSION;
memcpy(spud.unkregs, spu2regs, 0x010000);
memcpy(spud.mem, _spu2mem, 0x200000);
memcpy(spud.Cores, Cores, sizeof(Cores));
memcpy(&spud.Spdif, &Spdif, sizeof(Spdif));
spud.OutPos = OutPos;
spud.InputPos = InputPos;
spud.Cycles = Cycles;
spud.lClocks = lClocks;
spud.PlayMode = PlayMode;
// Save our cache:
// We could just force the user to rebuild the cache when loading
// from stavestates, but for most games the cache is pretty
// small and compresses well.
//
// Potential Alternative:
// If the cache is not saved then it is necessary to save the
// decoded blocks currently in use by active voices. This allows
// voices to resume seamlessly on load.
PcmCacheEntry* pcmDst = &spud.cacheData;
int blksSaved=0;
for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
{
if( pcm_cache_data[bidx].Validated )
{
// save a cache block!
memcpy( pcmDst, &pcm_cache_data[bidx], sizeof(PcmCacheEntry) );
pcmDst++;
blksSaved++;
}
}
printf( " * SPU2 > FreezeSave > Saved %d cache blocks.\n", blksSaved++ );
return 0;
}
s32 __fastcall ThawIt( SPU2freezeData& spud )
{
if( spud.id != SAVE_ID || spud.version < SAVE_VERSION )
{
printf("\n*** SPU2-X Warning:\n");
if( spud.id == SAVE_ID )
printf("\tSavestate version is from an older version of this plugin.\n");
else
printf("\tThe savestate you are trying to load was not made with this plugin.\n");
printf("\tAudio may not recover correctly. Save your game to memorycard, reset,\n\n");
printf(" and then continue from there.\n\n");
// Do *not* reset the cores.
// We'll need some "hints" as to how the cores should be initialized,
// and the only way to get that is to use the game's existing core settings
// and hope they kinda match the settings for the savestate (IRQ enables and such).
//
//CoreReset( 0 );
//CoreReset( 1 );
// adpcm cache : Clear all the cache flags and buffers.
wipe_the_cache();
}
else
{
// base stuff
memcpy(spu2regs, spud.unkregs, 0x010000);
memcpy(_spu2mem, spud.mem, 0x200000);
memcpy(Cores, spud.Cores, sizeof(Cores));
memcpy(&Spdif, &spud.Spdif, sizeof(Spdif));
OutPos = spud.OutPos;
InputPos = spud.InputPos;
Cycles = spud.Cycles;
lClocks = spud.lClocks;
PlayMode = spud.PlayMode;
// Load the ADPCM cache:
wipe_the_cache();
const PcmCacheEntry* pcmSrc = &spud.cacheData;
int blksLoaded=0;
for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
{
if( pcm_cache_data[bidx].Validated )
{
// load a cache block!
memcpy( &pcm_cache_data[bidx], pcmSrc, sizeof(PcmCacheEntry) );
pcmSrc++;
blksLoaded++;
}
}
// Go through the V_Voice structs and recalculate SBuffer pointer from
// the NextA setting.
for( int c=0; c<2; c++ )
{
for( int v=0; v<24; v++ )
{
const int cacheIdx = Cores[c].Voices[v].NextA / pcm_WordsPerBlock;
Cores[c].Voices[v].SBuffer = pcm_cache_data[cacheIdx].Sampledata;
}
}
SndBuffer::ClearContents();
}
return 0;
}
s32 __fastcall SizeIt()
{
int size = sizeof(SPU2freezeData);
// calculate the amount of memory consumed by our cache:
for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
{
if( pcm_cache_data[bidx].Validated )
size += sizeof(PcmCacheEntry);
}
return size;
}
}
using namespace Savestate;
EXPORT_C_(s32) SPU2freeze(int mode, freezeData *data)
{
if( mode == FREEZE_SIZE )
{
data->size = SizeIt();
return 0;
}
jASSUME( mode == FREEZE_LOAD || mode == FREEZE_SAVE );
jASSUME( data != NULL );
if( data->data == NULL ) return -1;
SPU2freezeData& spud = (SPU2freezeData&)*(data->data);
switch( mode )
{
case FREEZE_LOAD: return ThawIt( spud );
case FREEZE_SAVE: return FreezeIt( spud );
jNO_DEFAULT;
}
}