//GiGaHeRz's SPU2 Driver //Copyright (c) 2003-2008, David Quintana // //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 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 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 // // [Air] Notes -----> // Adding 'static' to the __forceinline methods hints to the linker that it need not // actually include procedural versions of the methods in the DLL. Under normal circumstances // the compiler will still generate the procedures even though they are never used (the inline // code is used instead). Using static reduced the size of my generated .DLL by a few KB. // (doesn't really make anything faster, but eh... whatever :) // #include "spu2.h" #include #include #include #include "lowpass.h" extern void spdif_update(); void ADMAOutLogWrite(void *lpData, u32 ulSize); extern void VoiceStop(int core,int vc); double pow_2_31 = pow(2.0,31.0); LPF_data L,R; extern u32 core; u32 core, voice; extern u8 callirq; double srate_pv=1.0; extern u32 PsxRates[160]; static const s32 ADSR_MAX_VOL = 0x7fffffff; // Performs a 64-bit multiplication between two values and returns the // high 32 bits as a result (discarding the fractional 32 bits). // The combined fracional bits of both inputs must be 32 bits for this // to work properly. // // This is meant to be a drop-in replacement for times when the 'div' part // of a MulDiv is a constant. (example: 1<<8, or 4096, etc) // // [Air] Performance breakdown: This is over 10 times faster than MulDiv in // a *worst case* scenario. It's also more accurate since it forces the // caller to extend the inputs so that they make use of all 32 bits of // precision. // static s32 __forceinline MulShr32( s32 srcval, s32 mulval ) { s64 tmp = ((s64)srcval * mulval ); return ((s32*)&tmp)[1]; // Performance note: Using the temp var and memory reference // actually ends up being roughly 2x faster than using a bitshift. // It won't fly on big endian machines though... :) } static s32 __forceinline MulShr32su( s32 srcval, u32 mulval ) { s64 tmp = ((s64)srcval * (s32)mulval ); return ((s32*)&tmp)[1]; } void InitADSR() // INIT ADSR { for (int i=0; i<(32+128); i++) { int shift=(i-32)>>2; s64 rate=(i&3)+4; if (shift<0) rate>>=-shift; else rate<<=shift; PsxRates[i]=(int)min(rate,0x3fffffff); } } #define VOL(x) (((s32)x)) //24.8 volume ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // const s32 f[5][2] ={{ 0, 0 }, { 60, 0 }, { 115, -52 }, { 98, -55 }, { 122, -60 }}; static void __forceinline XA_decode_block(s16* buffer, const s16* block, s32& prev1, s32& prev2) { const s32 header = *block; s32 shift = ((header>> 0)&0xF)+16; s32 pred1 = f[(header>> 4)&0xF][0]; s32 pred2 = f[(header>> 4)&0xF][1]; const s8* blockbytes = (s8*)&block[1]; for(int i=0; i<14; i++, blockbytes++) { s32 pcm, pcm2; { s32 data = ((*blockbytes)<<28) & 0xF0000000; pcm = data>>shift; pcm+=((pred1*prev1)+(pred2*prev2))>>6; if(pcm> 32767) pcm= 32767; else if(pcm<-32768) pcm=-32768; *(buffer++) = pcm; } //prev2=prev1; //prev1=pcm; { s32 data = ((*blockbytes)<<24) & 0xF0000000; pcm2 = data>>shift; pcm2+=((pred1*pcm)+(pred2*prev1))>>6; if(pcm2> 32767) pcm2= 32767; else if(pcm2<-32768) pcm2=-32768; *(buffer++) = pcm2; } prev2=pcm; prev1=pcm2; } } static void __forceinline XA_decode_block_unsaturated(s16* buffer, const s16* block, s32& prev1, s32& prev2) { const s32 header = *block; s32 shift = ((header>> 0)&0xF)+16; s32 pred1 = f[(header>> 4)&0xF][0]; s32 pred2 = f[(header>> 4)&0xF][1]; const s8* blockbytes = (s8*)&block[1]; for(int i=0; i<14; i++, blockbytes++) { s32 pcm, pcm2; { s32 data = ((*blockbytes)<<28) & 0xF0000000; pcm = data>>shift; pcm+=((pred1*prev1)+(pred2*prev2))>>6; // [Air] : Fast method, no saturation is performed. *(buffer++) = pcm; } { s32 data = ((*blockbytes)<<24) & 0xF0000000; pcm2 = data>>shift; pcm2+=((pred1*pcm)+(pred2*prev1))>>6; // [Air] : Fast method, no saturation is performed. *(buffer++) = pcm2; } prev2=pcm; prev1=pcm2; } } static void __forceinline IncrementNextA( const V_Core& thiscore, V_Voice& vc ) { // Important! Both cores signal IRQ when an address is read, regardless of // which core actually reads the address. for( int i=0; i<2; i++ ) { if( Cores[i].IRQEnable && (vc.NextA==Cores[i].IRQA ) ) { #ifndef PUBLIC ConLog(" * SPU2 Core %d: IRQ Called (IRQ passed).\n", i); #endif Spdif.Info=4<> 8; // grab loop flags from the upper byte. const int cacheIdx = vc.NextA / pcm_WordsPerBlock; PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx]; vc.SBuffer = cacheLine.Sampledata; if( cacheLine.Validated ) { // Cached block! Read from the cache directly. // Make sure to propagate the prev1/prev2 ADPCM: vc.Prev1 = vc.SBuffer[27]; vc.Prev2 = vc.SBuffer[26]; //ConLog( " * SPU2 : Cache Hit! NextA=0x%x, cacheIdx=0x%x\n", vc.NextA, cacheIdx ); #ifndef PUBLIC g_counter_cache_hits++; #endif } else { // Only flag the cache if it's a non-dynamic memory range. if( vc.NextA >= SPU2_DYN_MEMLINE ) cacheLine.Validated = true; #ifndef PUBLIC if( vc.NextA < SPU2_DYN_MEMLINE ) g_counter_cache_ignores++; else g_counter_cache_misses++; #endif s16* sbuffer = cacheLine.Sampledata; // saturated decoder XA_decode_block( sbuffer, memptr, vc.Prev1, vc.Prev2 ); // [Air]: Testing use of a new unsaturated decoder. (benchmark needed) // Chances are the saturation isn't needed, but for a very few exception games. // This is definitely faster than the above version, but is it by enough to // merit possible lower compatibility? Especially now that games that make // heavy use of the SPU2 via music or sfx will mostly use the cache anyway. //XA_decode_block_unsaturated( vc.SBuffer, memptr, vc.Prev1, vc.Prev2 ); } vc.SCurrent = 0; if( (vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode ) vc.LoopStartA = vc.NextA; // [Air] : Increment will get called below (change made to avoid needless code cache clutter) //IncrementNextA( thiscore, vc ); } IncrementNextA( thiscore, vc ); _skipIncrement: Data = vc.SBuffer[vc.SCurrent++]; } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // const int InvExpOffsets[] = { 0,4,6,8,9,10,11,12 }; static void __forceinline CalculateADSR( V_Voice& vc ) { V_ADSR& env(vc.ADSR); jASSUME( env.Phase != 0 ); s32 SLevel = ((s32)env.Sl)<<27; jASSUME( SLevel >= 0 ); if(env.Releasing) { if( env.Phase < 5) { env.Phase=5; } } switch (env.Phase) { case 1: // attack if( env.Value == ADSR_MAX_VOL ) { // Already maxed out. Progress phase and nothing more: env.Phase++; break; } if (env.Am) // pseudo exponential { if (env.Value<0x60000000) // below 75% { env.Value+=PsxRates[(env.Ar^0x7f)-0x10+32]; } else // above 75% { env.Value+=PsxRates[(env.Ar^0x7f)-0x18+32]; } } else // linear { env.Value+=PsxRates[(env.Ar^0x7f)-0x10+32]; } if( env.Value < 0 ) { // We hit the ceiling. env.Phase++; env.Value = ADSR_MAX_VOL; } break; case 2: // decay { u32 off = InvExpOffsets[(env.Value>>28)&7]; env.Value-=PsxRates[((env.Dr^0x1f)<<2)-0x18+off+32]; if(env.Value <= SLevel) { // Clamp decay to SLevel or Zero if (env.Value < 0) env.Value = 0; else env.Value = SLevel; env.Phase++; } break; } case 3: // sustain if (env.Sm&2) // decreasing { if (env.Sm&4) // exponential { u32 off = InvExpOffsets[(env.Value>>28)&7]; env.Value-=PsxRates[(env.Sr^0x7f)-0x1b+off+32]; } else // linear { env.Value-=PsxRates[(env.Sr^0x7f)-0xf+32]; } if( env.Value <= 0 ) { env.Value = 0; env.Phase++; } } else // increasing { if (env.Sm&4) // pseudo exponential { if (env.Value<0x60000000) // below 75% { env.Value+=PsxRates[(env.Sr^0x7f)-0x10+32]; } else // above 75% { env.Value+=PsxRates[(env.Sr^0x7f)-0x18+32]; } } else { // linear env.Value+=PsxRates[(env.Sr^0x7f)-0x10+32]; } if( env.Value < 0 ) { env.Value = ADSR_MAX_VOL; env.Phase++; } } break; case 4: // sustain end env.Value = (env.Sm&2) ? 0 : ADSR_MAX_VOL; if(env.Value==0) env.Phase=6; break; case 5: // release if (env.Rm) // exponential { u32 off=InvExpOffsets[(env.Value>>28)&7]; env.Value-=PsxRates[((env.Rr^0x1f)<<2)-0x18+off+32]; } else // linear { env.Value-=PsxRates[((env.Rr^0x1f)<<2)-0xc+32]; } if( env.Value <= 0 ) { env.Value=0; env.Phase++; } break; case 6: // release end env.Value=0; break; jNO_DEFAULT } if (env.Phase==6) { #ifndef PUBLIC if(MsgVoiceOff()) ConLog(" * SPU2: Voice Off by ADSR: %d \n", voice); DebugCores[core].Voices[voice].lastStopReason = 2; #endif VoiceStop(core,voice); Cores[core].Regs.ENDX|=(1<> 7; // >> 6 is more correct, but causes a few overflows } static void __forceinline UpdatePitch( V_Voice& vc ) { s32 pitch; // [Air] : re-ordered comparisons: Modulated is much more likely to be zero than voice, // and so the way it was before it's have to check both voice and modulated values // most of the time. Now it'll just check Modulated and short-circuit past the voice // check (not that it amounts to much, but eh every little bit helps). if( (vc.Modulated==0) || (voice==0) ) pitch=vc.Pitch; else pitch=(vc.Pitch*(32768 + abs(Cores[core].Voices[voice-1].OutX)))>>15; vc.SP+=pitch; } static void __forceinline GetVoiceValues_Linear(V_Core& thiscore, V_Voice& vc, s32& Value) { while( vc.SP > 0 ) { vc.PV2=vc.PV1; GetNextDataBuffered( thiscore, vc, vc.PV1 ); vc.SP-=4096; } if( vc.ADSR.Phase==0 ) { Value = 0; return; } CalculateADSR( vc ); jASSUME( vc.ADSR.Value >= 0 ); // ADSR should never be negative... if(Interpolation==0) { Value = MulShr32( vc.PV1, vc.ADSR.Value ); } else //if(Interpolation==1) //must be linear { s32 t0 = vc.PV2 - vc.PV1; s32 t1 = vc.PV1; Value = MulShr32( t1 - ((t0*vc.SP)>>12), vc.ADSR.Value ); } } static void __forceinline GetVoiceValues_Cubic(V_Core& thiscore, V_Voice& vc, s32& Value) { while( vc.SP > 0 ) { vc.PV4=vc.PV3; vc.PV3=vc.PV2; vc.PV2=vc.PV1; GetNextDataBuffered( thiscore, vc, vc.PV1 ); vc.PV1<<=3; vc.SPc = vc.SP&4095; // just the fractional part, please! vc.SP-=4096; } if( vc.ADSR.Phase==0 ) { Value = 0; return; } CalculateADSR( vc ); jASSUME( vc.ADSR.Value >= 0 ); // ADSR should never be negative... s32 z0 = vc.PV3 - vc.PV4 + vc.PV1 - vc.PV2; s32 z1 = (vc.PV4 - vc.PV3 - z0); s32 z2 = (vc.PV2 - vc.PV4); s32 mu = vc.SPc; s32 val = (z0 * mu) >> 12; val = ((val + z1) * mu) >> 12; val = ((val + z2) * mu) >> 12; val += vc.PV2; Value = MulShr32( val, vc.ADSR.Value>>3 ); } // [Air]: Noise values need to be mixed without going through interpolation, since it // can wreak havoc on the noise (causing muffling or popping). static void __forceinline __fastcall GetNoiseValues(V_Core& thiscore, V_Voice& vc, s32& Data) { while(vc.SP>=4096) { GetNoiseValues( Data ); vc.SP-=4096; } // GetNoiseValues can't set the phase zero on us unexpectedly // like GetVoiceValues can. Better asster just in case though.. jASSUME( vc.ADSR.Phase != 0 ); CalculateADSR( vc ); } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // void __fastcall ReadInput(V_Core& thiscore, s32& PDataL,s32& PDataR) { if((thiscore.AutoDMACtrl&(core+1))==(core+1)) { s32 tl,tr; if((core==1)&&((PlayMode&8)==8)) { thiscore.InputPos&=~1; //CDDA mode #ifdef PCM24_S1_INTERLEAVE *PDataL=*(((s32*)(thiscore.ADMATempBuffer+(thiscore.InputPos<<1)))); *PDataR=*(((s32*)(thiscore.ADMATempBuffer+(thiscore.InputPos<<1)+2))); #else s32 *pl=(s32*)&(thiscore.ADMATempBuffer[thiscore.InputPos]); s32 *pr=(s32*)&(thiscore.ADMATempBuffer[thiscore.InputPos+0x200]); PDataL=*pl; PDataR=*pr; #endif PDataL>>=4; //give 16.8 data PDataR>>=4; thiscore.InputPos+=2; if((thiscore.InputPos==0x100)||(thiscore.InputPos>=0x200)) { thiscore.AdmaInProgress=0; if(thiscore.InputDataLeft>=0x200) { u8 k=thiscore.InputDataLeft>=thiscore.InputDataProgress; #ifdef PCM24_S1_INTERLEAVE AutoDMAReadBuffer(core,1); #else AutoDMAReadBuffer(core,0); #endif thiscore.AdmaInProgress=1; thiscore.TSA=(core<<10)+thiscore.InputPos; if (thiscore.InputDataLeft<0x200) { FileLog("[%10d] AutoDMA%c block end.\n",Cycles, (core==0)?'4':'7'); #ifndef PUBLIC if(thiscore.InputDataLeft>0) { if(MsgAutoDMA()) ConLog("WARNING: adma buffer didn't finish with a whole block!!\n"); } #endif thiscore.InputDataLeft=0; thiscore.DMAICounter=1; } } thiscore.InputPos&=0x1ff; } } else if((core==0)&&((PlayMode&4)==4)) { thiscore.InputPos&=~1; s32 *pl=(s32*)&(thiscore.ADMATempBuffer[thiscore.InputPos]); s32 *pr=(s32*)&(thiscore.ADMATempBuffer[thiscore.InputPos+0x200]); PDataL=*pl; PDataR=*pr; thiscore.InputPos+=2; if(thiscore.InputPos>=0x200) { thiscore.AdmaInProgress=0; if(thiscore.InputDataLeft>=0x200) { u8 k=thiscore.InputDataLeft>=thiscore.InputDataProgress; AutoDMAReadBuffer(core,0); thiscore.AdmaInProgress=1; thiscore.TSA=(core<<10)+thiscore.InputPos; if (thiscore.InputDataLeft<0x200) { FileLog("[%10d] Spdif AutoDMA%c block end.\n",Cycles, (core==0)?'4':'7'); #ifndef PUBLIC if(thiscore.InputDataLeft>0) { if(MsgAutoDMA()) ConLog("WARNING: adma buffer didn't finish with a whole block!!\n"); } #endif thiscore.InputDataLeft=0; thiscore.DMAICounter=1; } } thiscore.InputPos&=0x1ff; } } else { if((core==1)&&((PlayMode&2)!=0)) { tl=0; tr=0; } else { // Using the temporary buffer because this area gets overwritten by some other code. //*PDataL=(s32)*(s16*)(spu2mem+0x2000+(core<<10)+thiscore.InputPos); //*PDataR=(s32)*(s16*)(spu2mem+0x2200+(core<<10)+thiscore.InputPos); tl=(s32)thiscore.ADMATempBuffer[thiscore.InputPos]; tr=(s32)thiscore.ADMATempBuffer[thiscore.InputPos+0x200]; } PDataL=tl; PDataR=tr; thiscore.InputPos++; if((thiscore.InputPos==0x100)||(thiscore.InputPos>=0x200)) { thiscore.AdmaInProgress=0; if(thiscore.InputDataLeft>=0x200) { u8 k=thiscore.InputDataLeft>=thiscore.InputDataProgress; AutoDMAReadBuffer(core,0); thiscore.AdmaInProgress=1; thiscore.TSA=(core<<10)+thiscore.InputPos; if (thiscore.InputDataLeft<0x200) { thiscore.AutoDMACtrl |= ~3; #ifndef PUBLIC FileLog("[%10d] AutoDMA%c block end.\n",Cycles, (core==0)?'4':'7'); if(thiscore.InputDataLeft>0) { if(MsgAutoDMA()) ConLog("WARNING: adma buffer didn't finish with a whole block!!\n"); } #endif thiscore.InputDataLeft=0; thiscore.DMAICounter=1; } } thiscore.InputPos&=0x1ff; } } } else { PDataL=0; PDataR=0; } } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // static void __forceinline __fastcall ReadInputPV(V_Core& thiscore, s32& ValL,s32& ValR) { s32 DL=0, DR=0; u32 pitch=AutoDMAPlayRate[core]; if(pitch==0) pitch=48000; thiscore.ADMAPV+=pitch; while(thiscore.ADMAPV>=48000) { ReadInput(thiscore, DL,DR); thiscore.ADMAPV-=48000; thiscore.ADMAPL=DL; thiscore.ADMAPR=DR; } ValL=thiscore.ADMAPL; ValR=thiscore.ADMAPR; #ifndef PUBLIC s32 InputPeak = max(abs(ValL),abs(ValR)); if(DebugCores[core].AutoDMAPeak>= 1; //ValR >>= 1; } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // #define VOLFLAG_REVERSE_PHASE (1ul<<0) #define VOLFLAG_DECREMENT (1ul<<1) #define VOLFLAG_EXPONENTIAL (1ul<<2) #define VOLFLAG_SLIDE_ENABLE (1ul<<3) static void __fastcall UpdateVolume(V_Volume& Vol) { // TIMINGS ARE FAKE!!! Need to investigate. // [Air]: Cleaned up this code... may have broken it. Can't really // test it here since none of my games seem to use it. If anything's // not sounding right, we should revert the code in this method first. // [Air] Reverse phasing? // Invert our value so that exponential mathematics are applied // as if the volume were sliding the other direction. This makes // a lot more sense than the old method's likeliness to chop off // sound volumes to zero abruptly. if(Vol.Mode & VOLFLAG_REVERSE_PHASE) { ConLog( " *** SPU2 > Reverse Phase in progress!\n" ); Vol.Value = 0x7fff - Vol.Value; } if (Vol.Mode & VOLFLAG_DECREMENT) { // Decrement if(Vol.Mode & VOLFLAG_EXPONENTIAL) { ConLog( " *** SPU2 > Exponential Volume Slide Down!\n" ); Vol.Value *= Vol.Increment >> 7; Vol.Value-=((32768*5)>>(Vol.Increment)); } else { Vol.Value-=Vol.Increment; } if (Vol.Value<0) { Vol.Value = 0; Vol.Mode=0; // disable slide } } else { //ConLog( " *** SPU2 > Volflag > Increment!\n" ); // Increment if(Vol.Mode & VOLFLAG_EXPONENTIAL) { ConLog( " *** SPU2 > Exponential Volume Slide Up!\n" ); int T = Vol.Increment>>(Vol.Value>>12); Vol.Value+=T; } else { Vol.Value+=Vol.Increment; } if( Vol.Value > 0x7fff ) { Vol.Value = 0x7fff; Vol.Mode=0; // disable slide } } // Reverse phasing // Invert the value back into output form: if(Vol.Mode & VOLFLAG_REVERSE_PHASE) Vol.Value = 0x7fff-Vol.Value; //Vol.Value=NVal; } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // static s32 __forceinline clamp(s32 x) { if (x>0x00ffffff) return 0x00ffffff; if (x<0xff000000) return 0xff000000; return x; } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // static void DoReverb( V_Core& thiscore, s32& OutL, s32& OutR, s32 InL, s32 InR) { static s32 INPUT_SAMPLE_L,INPUT_SAMPLE_R; static s32 OUTPUT_SAMPLE_L,OUTPUT_SAMPLE_R; if(!(thiscore.FxEnable&&EffectsEnabled)) { OUTPUT_SAMPLE_L=0; OUTPUT_SAMPLE_R=0; } else if((Cycles&1)==0) { INPUT_SAMPLE_L=InL; INPUT_SAMPLE_R=InR; } else { ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// s32 IIR_INPUT_A0,IIR_INPUT_A1,IIR_INPUT_B0,IIR_INPUT_B1; s32 ACC0,ACC1; s32 FB_A0,FB_A1,FB_B0,FB_B1; s32 buffsize=thiscore.EffectsEndA-thiscore.EffectsStartA+1; if(buffsize<0) { buffsize = thiscore.EffectsEndA; thiscore.EffectsEndA=thiscore.EffectsStartA; thiscore.EffectsStartA=buffsize; buffsize=thiscore.EffectsEndA-thiscore.EffectsStartA+1; } //filter the 2 samples (prev then current) LowPass(INPUT_SAMPLE_L, INPUT_SAMPLE_R); LowPass(InL, InR); INPUT_SAMPLE_L=(INPUT_SAMPLE_L+InL)>>9; INPUT_SAMPLE_R=(INPUT_SAMPLE_R+InR)>>9; #define BUFFER(x) ((s32)(*GetMemPtr(thiscore.EffectsStartA + ((thiscore.ReverbX + buffsize-((x)<<2))%buffsize)))) #define SBUFFER(x) (*GetMemPtr(thiscore.EffectsStartA + ((thiscore.ReverbX + buffsize-((x)<<2))%buffsize))) thiscore.ReverbX=((thiscore.ReverbX + 4)%buffsize); IIR_INPUT_A0 = (BUFFER(thiscore.Revb.IIR_SRC_A0) * thiscore.Revb.IIR_COEF + INPUT_SAMPLE_L * thiscore.Revb.IN_COEF_L)>>16; IIR_INPUT_A1 = (BUFFER(thiscore.Revb.IIR_SRC_A1) * thiscore.Revb.IIR_COEF + INPUT_SAMPLE_R * thiscore.Revb.IN_COEF_R)>>16; IIR_INPUT_B0 = (BUFFER(thiscore.Revb.IIR_SRC_B0) * thiscore.Revb.IIR_COEF + INPUT_SAMPLE_L * thiscore.Revb.IN_COEF_L)>>16; IIR_INPUT_B1 = (BUFFER(thiscore.Revb.IIR_SRC_B1) * thiscore.Revb.IIR_COEF + INPUT_SAMPLE_R * thiscore.Revb.IN_COEF_R)>>16; SBUFFER(thiscore.Revb.IIR_DEST_A0 + 4) = clamp((IIR_INPUT_A0 * thiscore.Revb.IIR_ALPHA + BUFFER(thiscore.Revb.IIR_DEST_A0) * (65535 - thiscore.Revb.IIR_ALPHA))>>16); SBUFFER(thiscore.Revb.IIR_DEST_A1 + 4) = clamp((IIR_INPUT_A1 * thiscore.Revb.IIR_ALPHA + BUFFER(thiscore.Revb.IIR_DEST_A1) * (65535 - thiscore.Revb.IIR_ALPHA))>>16); SBUFFER(thiscore.Revb.IIR_DEST_B0 + 4) = clamp((IIR_INPUT_B0 * thiscore.Revb.IIR_ALPHA + BUFFER(thiscore.Revb.IIR_DEST_B0) * (65535 - thiscore.Revb.IIR_ALPHA))>>16); SBUFFER(thiscore.Revb.IIR_DEST_B1 + 4) = clamp((IIR_INPUT_B1 * thiscore.Revb.IIR_ALPHA + BUFFER(thiscore.Revb.IIR_DEST_B1) * (65535 - thiscore.Revb.IIR_ALPHA))>>16); ACC0 = (s32)(BUFFER(thiscore.Revb.ACC_SRC_A0) * thiscore.Revb.ACC_COEF_A + BUFFER(thiscore.Revb.ACC_SRC_B0) * thiscore.Revb.ACC_COEF_B + BUFFER(thiscore.Revb.ACC_SRC_C0) * thiscore.Revb.ACC_COEF_C + BUFFER(thiscore.Revb.ACC_SRC_D0) * thiscore.Revb.ACC_COEF_D)>>16; ACC1 = (s32)(BUFFER(thiscore.Revb.ACC_SRC_A1) * thiscore.Revb.ACC_COEF_A + BUFFER(thiscore.Revb.ACC_SRC_B1) * thiscore.Revb.ACC_COEF_B + BUFFER(thiscore.Revb.ACC_SRC_C1) * thiscore.Revb.ACC_COEF_C + BUFFER(thiscore.Revb.ACC_SRC_D1) * thiscore.Revb.ACC_COEF_D)>>16; FB_A0 = BUFFER(thiscore.Revb.MIX_DEST_A0 - thiscore.Revb.FB_SRC_A); FB_A1 = BUFFER(thiscore.Revb.MIX_DEST_A1 - thiscore.Revb.FB_SRC_A); FB_B0 = BUFFER(thiscore.Revb.MIX_DEST_B0 - thiscore.Revb.FB_SRC_B); FB_B1 = BUFFER(thiscore.Revb.MIX_DEST_B1 - thiscore.Revb.FB_SRC_B); SBUFFER(thiscore.Revb.MIX_DEST_A0) = clamp((ACC0 - FB_A0 * thiscore.Revb.FB_ALPHA)>>16); SBUFFER(thiscore.Revb.MIX_DEST_A1) = clamp((ACC1 - FB_A1 * thiscore.Revb.FB_ALPHA)>>16); SBUFFER(thiscore.Revb.MIX_DEST_B0) = clamp(((thiscore.Revb.FB_ALPHA * ACC0) - FB_A0 * (65535 - thiscore.Revb.FB_ALPHA) - FB_B0 * thiscore.Revb.FB_X)>>16); SBUFFER(thiscore.Revb.MIX_DEST_B1) = clamp(((thiscore.Revb.FB_ALPHA * ACC1) - FB_A1 * (65535 - thiscore.Revb.FB_ALPHA) - FB_B1 * thiscore.Revb.FB_X)>>16); OUTPUT_SAMPLE_L=clamp((BUFFER(thiscore.Revb.MIX_DEST_A0)+BUFFER(thiscore.Revb.MIX_DEST_B0))>>2); OUTPUT_SAMPLE_R=clamp((BUFFER(thiscore.Revb.MIX_DEST_B1)+BUFFER(thiscore.Revb.MIX_DEST_B1))>>2); } OutL=OUTPUT_SAMPLE_L; OutR=OUTPUT_SAMPLE_R; } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // // writes a signed value to the SPU2 ram // Performs no cache invalidation -- use only for dynamic memory ranges // of the SPU2 (between 0x0000 and SPU2_DYN_MEMLINE) static __forceinline void spu2M_WriteFast( u32 addr, s16 value ) { // throw an assertion if the memory range is invalid: jASSUME( addr < SPU2_DYN_MEMLINE ); *GetMemPtr( addr ) = value; } static __forceinline void MixVoice( V_Core& thiscore, V_Voice& vc, s32& VValL, s32& VValR ) { s32 Value=0; VValL=0; VValR=0; // [Air] : Most games don't use much volume slide effects. So only // call the UpdateVolume methods when needed by checking the flag // outside the method here... if( vc.VolumeL.Mode & VOLFLAG_SLIDE_ENABLE ) UpdateVolume( vc.VolumeL ); if( vc.VolumeR.Mode & VOLFLAG_SLIDE_ENABLE ) UpdateVolume( vc.VolumeR ); if (vc.ADSR.Phase>0) { UpdatePitch( vc ); if( vc.Noise ) GetNoiseValues( thiscore, vc, Value ); else { if( Interpolation == 2 ) GetVoiceValues_Cubic( thiscore, vc, Value ); else GetVoiceValues_Linear( thiscore, vc, Value ); } // Record the output (used for modulation effects) vc.OutX = Value; #ifndef PUBLIC DebugCores[core].Voices[voice].displayPeak = max(DebugCores[core].Voices[voice].displayPeak,abs(Value)); #endif VValL=ApplyVolume(Value,(vc.VolumeL.Value)); VValR=ApplyVolume(Value,(vc.VolumeR.Value)); } if (voice==1) spu2M_WriteFast( 0x400 + (core<<12) + OutPos, (s16)Value ); else if (voice==3) spu2M_WriteFast( 0x600 + (core<<12) + OutPos, (s16)Value ); } static void __fastcall MixCore(s32& OutL, s32& OutR, s32 ExtL, s32 ExtR) { s32 RVL,RVR; s32 SDL=0,SDR=0; s32 SWL=0,SWR=0; V_Core& thiscore( Cores[core] ); for (voice=0;voice<24;voice++) { s32 VValL,VValR; V_Voice& vc( thiscore.Voices[voice] ); MixVoice( thiscore, vc, VValL, VValR ); SDL += VValL * vc.DryL; SDR += VValR * vc.DryR; SWL += VValL * vc.WetL; SWR += VValR * vc.WetR; } //Write To Output Area spu2M_WriteFast( 0x1000 + (core<<12) + OutPos, (s16)(SDL>>16) ); spu2M_WriteFast( 0x1200 + (core<<12) + OutPos, (s16)(SDR>>16) ); spu2M_WriteFast( 0x1400 + (core<<12) + OutPos, (s16)(SWL>>16) ); spu2M_WriteFast( 0x1600 + (core<<12) + OutPos, (s16)(SWR>>16) ); s32 TDL,TDR; // Mix in the Input data // divide by 3 fixes some volume problems. TDL = OutL * thiscore.InpDryL; TDR = OutR * thiscore.InpDryR; // Mix in the Voice data TDL += SDL * thiscore.SndDryL; TDR += SDR * thiscore.SndDryR; // Mix in the External (nothing/core0) data TDL += ExtL * thiscore.ExtDryL; TDR += ExtR * thiscore.ExtDryR; if(EffectsEnabled) { s32 TWL=0,TWR=0; // Mix Input, Voice, and External data: TWL = OutL * thiscore.InpWetL; TWR = OutR * thiscore.InpWetR; TWL += SWL * thiscore.SndWetL; TWR += SWR * thiscore.SndWetR; TWL += ExtL * thiscore.ExtWetL; TWR += ExtR * thiscore.ExtWetR; //Apply Effects DoReverb( thiscore, RVL,RVR,TWL>>16,TWR>>16); TWL=ApplyVolume(RVL,VOL(thiscore.FxL)); TWR=ApplyVolume(RVR,VOL(thiscore.FxR)); //Mix Wet,Dry OutL=(TDL + TWL); OutR=(TDR + TWR); } else { OutL = TDL; OutR = TDR; } //Apply Master Volume if( thiscore.MasterL.Mode & VOLFLAG_SLIDE_ENABLE ) UpdateVolume(thiscore.MasterL); if( thiscore.MasterR.Mode & VOLFLAG_SLIDE_ENABLE ) UpdateVolume(thiscore.MasterR); if (thiscore.Mute==0) { OutL = MulShr32( OutL, ((s32)thiscore.MasterL.Value)<<16 ); OutR = MulShr32( OutR, ((s32)thiscore.MasterR.Value)<<16 ); } else { OutL=0; OutR=0; } } // used to throttle the output rate of cache stat reports static int p_cachestat_counter=0; void __fastcall Mix() { s32 ExtL=0, ExtR=0, OutL, OutR; // **** CORE ZERO **** core=0; if( (PlayMode&4) != 4 ) { // get input data from input buffers ReadInputPV(Cores[0], ExtL, ExtR); } MixCore( ExtL, ExtR, 0, 0 ); if( PlayMode & 4 ) { ExtL=0; ExtR=0; } // Commit Core 0 output to ram before mixing Core 1: ExtL>>=14; ExtR>>=14; spu2M_WriteFast( 0x800 + OutPos, ExtL>>3 ); spu2M_WriteFast( 0xA00 + OutPos, ExtR>>3 ); // **** CORE ONE **** core=1; if( (PlayMode&8) != 8 ) { ReadInputPV(Cores[1], OutL, OutR); // get input data from input buffers } // Apply volume to the external (Core 0) input data. MixCore( OutL, OutR, ExtL*Cores[1].ExtL, ExtR*Cores[1].ExtR ); if( PlayMode & 8 ) { ReadInput(Cores[1], OutL, OutR); } #ifndef PUBLIC static s32 Peak0,Peak1; static s32 PCount; Peak0 = max(Peak0,max(ExtL,ExtR)); Peak1 = max(Peak1,max(OutL,OutR)); #endif // Update spdif (called each sample) if(PlayMode&4) { spdif_update(); } // AddToBuffer SndWrite(OutL, OutR); //ExtL,ExtR); OutPos++; if (OutPos>=0x200) OutPos=0; #ifndef PUBLIC // [TODO]: Create an INI option to enable/disable this particular log. p_cachestat_counter++; if(p_cachestat_counter > (48000*10) ) { p_cachestat_counter = 0; if( MsgCache() ) ConLog( " * SPU2 > CacheStats > Hits: %d Misses: %d Ignores: %d\n", g_counter_cache_hits, g_counter_cache_misses, g_counter_cache_ignores ); g_counter_cache_hits = g_counter_cache_misses = g_counter_cache_ignores = 0; } #endif } ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // u32 PsxRates[160]={ //for +Lin: PsxRates[value+8] //for -Lin: PsxRates[value+7] 0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF, 0xD744FCCB,0xB504F334,0x9837F052,0x80000000,0x6BA27E65,0x5A82799A,0x4C1BF829,0x40000000, 0x35D13F33,0x2D413CCD,0x260DFC14,0x20000000,0x1AE89F99,0x16A09E66,0x1306FE0A,0x10000000, 0x0D744FCD,0x0B504F33,0x09837F05,0x08000000,0x06BA27E6,0x05A8279A,0x04C1BF83,0x04000000, 0x035D13F3,0x02D413CD,0x0260DFC1,0x02000000,0x01AE89FA,0x016A09E6,0x01306FE1,0x01000000, 0x00D744FD,0x00B504F3,0x009837F0,0x00800000,0x006BA27E,0x005A827A,0x004C1BF8,0x00400000, 0x0035D13F,0x002D413D,0x00260DFC,0x00200000,0x001AE8A0,0x0016A09E,0x001306FE,0x00100000, 0x000D7450,0x000B504F,0x0009837F,0x00080000,0x0006BA28,0x0005A828,0x0004C1C0,0x00040000, 0x00035D14,0x0002D414,0x000260E0,0x00020000,0x0001AE8A,0x00016A0A,0x00013070,0x00010000, 0x0000D745,0x0000B505,0x00009838,0x00008000,0x00006BA2,0x00005A82,0x00004C1C,0x00004000, 0x000035D1,0x00002D41,0x0000260E,0x00002000,0x00001AE9,0x000016A1,0x00001307,0x00001000, 0x00000D74,0x00000B50,0x00000983,0x00000800,0x000006BA,0x000005A8,0x000004C2,0x00000400, 0x0000035D,0x000002D4,0x00000261,0x00000200,0x000001AF,0x0000016A,0x00000130,0x00000100, 0x000000D7,0x000000B5,0x00000098,0x00000080,0x0000006C,0x0000005B,0x0000004C,0x00000040, 0x00000036,0x0000002D,0x00000026,0x00000020,0x0000001B,0x00000017,0x00000013,0x00000010, 0x0000000D,0x0000000B,0x0000000A,0x00000008,0x00000007,0x00000006,0x00000005,0x00000004, 0x00000003,0x00000003,0x00000002,0x00000002,0x00000002,0x00000001,0x00000001,0x00000000, //128+8 0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000, }; ///////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// // // /* ----------------------------------------------------------------------------- PSX reverb hardware notes by Neill Corlett ----------------------------------------------------------------------------- Yadda yadda disclaimer yadda probably not perfect yadda well it's okay anyway yadda yadda. ----------------------------------------------------------------------------- Basics ------ - The reverb buffer is 22khz 16-bit mono PCM. - It starts at the reverb address given by 1DA2, extends to the end of sound RAM, and wraps back to the 1DA2 address. Setting the address at 1DA2 resets the current reverb work address. This work address ALWAYS increments every 1/22050 sec., regardless of whether reverb is enabled (bit 7 of 1DAA set). And the contents of the reverb buffer ALWAYS play, scaled by the "reverberation depth left/right" volumes (1D84/1D86). (which, by the way, appear to be scaled so 3FFF=approx. 1.0, 4000=-1.0) ----------------------------------------------------------------------------- Register names -------------- These are probably not their real names. These are probably not even correct names. We will use them anyway, because we can. 1DC0: FB_SRC_A (offset) 1DC2: FB_SRC_B (offset) 1DC4: IIR_ALPHA (coef.) 1DC6: ACC_COEF_A (coef.) 1DC8: ACC_COEF_B (coef.) 1DCA: ACC_COEF_C (coef.) 1DCC: ACC_COEF_D (coef.) 1DCE: IIR_COEF (coef.) 1DD0: FB_ALPHA (coef.) 1DD2: FB_X (coef.) 1DD4: IIR_DEST_A0 (offset) 1DD6: IIR_DEST_A1 (offset) 1DD8: ACC_SRC_A0 (offset) 1DDA: ACC_SRC_A1 (offset) 1DDC: ACC_SRC_B0 (offset) 1DDE: ACC_SRC_B1 (offset) 1DE0: IIR_SRC_A0 (offset) 1DE2: IIR_SRC_A1 (offset) 1DE4: IIR_DEST_B0 (offset) 1DE6: IIR_DEST_B1 (offset) 1DE8: ACC_SRC_C0 (offset) 1DEA: ACC_SRC_C1 (offset) 1DEC: ACC_SRC_D0 (offset) 1DEE: ACC_SRC_D1 (offset) 1DF0: IIR_SRC_B1 (offset) 1DF2: IIR_SRC_B0 (offset) 1DF4: MIX_DEST_A0 (offset) 1DF6: MIX_DEST_A1 (offset) 1DF8: MIX_DEST_B0 (offset) 1DFA: MIX_DEST_B1 (offset) 1DFC: IN_COEF_L (coef.) 1DFE: IN_COEF_R (coef.) The coefficients are signed fractional values. -32768 would be -1.0 32768 would be 1.0 (if it were possible... the highest is of course 32767) The offsets are (byte/8) offsets into the reverb buffer. i.e. you multiply them by 8, you get byte offsets. You can also think of them as (samples/4) offsets. They appear to be signed. They can be negative. None of the documented presets make them negative, though. Yes, 1DF0 and 1DF2 appear to be backwards. Not a typo. ----------------------------------------------------------------------------- What it does ------------ We take all reverb sources: - regular channels that have the reverb bit on - cd and external sources, if their reverb bits are on and mix them into one stereo 44100hz signal. Lowpass/downsample that to 22050hz. The PSX uses a proper bandlimiting algorithm here, but I haven't figured out the hysterically exact specifics. I use an 8-tap filter with these coefficients, which are nice but probably not the real ones: 0.037828187894 0.157538631280 0.321159685278 0.449322115345 0.449322115345 0.321159685278 0.157538631280 0.037828187894 So we have two input samples (INPUT_SAMPLE_L, INPUT_SAMPLE_R) every 22050hz. * IN MY EMULATION, I divide these by 2 to make it clip less. (and of course the L/R output coefficients are adjusted to compensate) The real thing appears to not do this. At every 22050hz tick: - If the reverb bit is enabled (bit 7 of 1DAA), execute the reverb steady-state algorithm described below - AFTERWARDS, retrieve the "wet out" L and R samples from the reverb buffer (This part may not be exactly right and I guessed at the coefs. TODO: check later.) L is: 0.333 * (buffer[MIX_DEST_A0] + buffer[MIX_DEST_B0]) R is: 0.333 * (buffer[MIX_DEST_A1] + buffer[MIX_DEST_B1]) - Advance the current buffer position by 1 sample The wet out L and R are then upsampled to 44100hz and played at the "reverberation depth left/right" (1D84/1D86) volume, independent of the main volume. ----------------------------------------------------------------------------- Reverb steady-state ------------------- The reverb steady-state algorithm is fairly clever, and of course by "clever" I mean "batshit insane". buffer[x] is relative to the current buffer position, not the beginning of the buffer. Note that all buffer offsets must wrap around so they're contained within the reverb work area. Clipping is performed at the end... maybe also sooner, but definitely at the end. IIR_INPUT_A0 = buffer[IIR_SRC_A0] * IIR_COEF + INPUT_SAMPLE_L * IN_COEF_L; IIR_INPUT_A1 = buffer[IIR_SRC_A1] * IIR_COEF + INPUT_SAMPLE_R * IN_COEF_R; IIR_INPUT_B0 = buffer[IIR_SRC_B0] * IIR_COEF + INPUT_SAMPLE_L * IN_COEF_L; IIR_INPUT_B1 = buffer[IIR_SRC_B1] * IIR_COEF + INPUT_SAMPLE_R * IN_COEF_R; IIR_A0 = IIR_INPUT_A0 * IIR_ALPHA + buffer[IIR_DEST_A0] * (1.0 - IIR_ALPHA); IIR_A1 = IIR_INPUT_A1 * IIR_ALPHA + buffer[IIR_DEST_A1] * (1.0 - IIR_ALPHA); IIR_B0 = IIR_INPUT_B0 * IIR_ALPHA + buffer[IIR_DEST_B0] * (1.0 - IIR_ALPHA); IIR_B1 = IIR_INPUT_B1 * IIR_ALPHA + buffer[IIR_DEST_B1] * (1.0 - IIR_ALPHA); buffer[IIR_DEST_A0 + 1sample] = IIR_A0; buffer[IIR_DEST_A1 + 1sample] = IIR_A1; buffer[IIR_DEST_B0 + 1sample] = IIR_B0; buffer[IIR_DEST_B1 + 1sample] = IIR_B1; ACC0 = buffer[ACC_SRC_A0] * ACC_COEF_A + buffer[ACC_SRC_B0] * ACC_COEF_B + buffer[ACC_SRC_C0] * ACC_COEF_C + buffer[ACC_SRC_D0] * ACC_COEF_D; ACC1 = buffer[ACC_SRC_A1] * ACC_COEF_A + buffer[ACC_SRC_B1] * ACC_COEF_B + buffer[ACC_SRC_C1] * ACC_COEF_C + buffer[ACC_SRC_D1] * ACC_COEF_D; FB_A0 = buffer[MIX_DEST_A0 - FB_SRC_A]; FB_A1 = buffer[MIX_DEST_A1 - FB_SRC_A]; FB_B0 = buffer[MIX_DEST_B0 - FB_SRC_B]; FB_B1 = buffer[MIX_DEST_B1 - FB_SRC_B]; buffer[MIX_DEST_A0] = ACC0 - FB_A0 * FB_ALPHA; buffer[MIX_DEST_A1] = ACC1 - FB_A1 * FB_ALPHA; buffer[MIX_DEST_B0] = (FB_ALPHA * ACC0) - FB_A0 * (FB_ALPHA^0x8000) - FB_B0 * FB_X; buffer[MIX_DEST_B1] = (FB_ALPHA * ACC1) - FB_A1 * (FB_ALPHA^0x8000) - FB_B1 * FB_X; ----------------------------------------------------------------------------- */