mirror of https://github.com/PCSX2/pcsx2.git
219 lines
5.4 KiB
C++
219 lines
5.4 KiB
C++
/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2
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* Developed and maintained by the Pcsx2 Development Team.
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*
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* Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz]
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*
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* This library is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the the License, or (at your
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* option) any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this library; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "Spu2.h"
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namespace Savestate {
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struct SPU2freezeData
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{
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u32 version;
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u8 unkregs[0x10000];
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u8 mem[0x200000];
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u32 id;
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V_Core Cores[2];
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V_SPDIF Spdif;
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s16 OutPos;
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s16 InputPos;
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u32 Cycles;
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int PlayMode;
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// Used as a base pointer to a series PcmCache blocks.
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PcmCacheEntry cacheData;
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};
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// Arbitrary ID to identify SPU2-X saves.
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static const u32 SAVE_ID = 0x1227521;
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// versioning for saves.
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// Increment this when changes to the savestate system are made.
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static const u32 SAVE_VERSION = 0x0004;
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static void wipe_the_cache()
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{
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memset( pcm_cache_data, 0, pcm_BlockCount * sizeof(PcmCacheEntry) );
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}
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static s16 old_state_sBuffer[pcm_DecodedSamplesPerBlock] = {0};
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typedef s32 __fastcall FreezeHandlerFunction( SPU2freezeData& data );
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s32 __fastcall FreezeIt( SPU2freezeData& spud )
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{
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spud.id = SAVE_ID;
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spud.version = SAVE_VERSION;
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memcpy(spud.unkregs, spu2regs, 0x010000);
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memcpy(spud.mem, _spu2mem, 0x200000);
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memcpy(spud.Cores, Cores, sizeof(Cores));
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memcpy(&spud.Spdif, &Spdif, sizeof(Spdif));
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spud.OutPos = OutPos;
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spud.InputPos = InputPos;
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spud.Cycles = Cycles;
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spud.PlayMode = PlayMode;
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// Save our cache:
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// We could just force the user to rebuild the cache when loading
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// from stavestates, but for most games the cache is pretty
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// small and compresses well.
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//
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// Potential Alternative:
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// If the cache is not saved then it is necessary to save the
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// decoded blocks currently in use by active voices. This allows
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// voices to resume seamlessly on load.
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PcmCacheEntry* pcmDst = &spud.cacheData;
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int blksSaved=0;
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for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
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{
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if( pcm_cache_data[bidx].Validated )
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{
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// save a cache block!
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memcpy( pcmDst, &pcm_cache_data[bidx], sizeof(PcmCacheEntry) );
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pcmDst++;
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blksSaved++;
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}
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}
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printf( " * SPU2 > FreezeSave > Saved %d cache blocks.\n", blksSaved++ );
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return 0;
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}
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s32 __fastcall ThawIt( SPU2freezeData& spud )
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{
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if( spud.id != SAVE_ID || spud.version < SAVE_VERSION )
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{
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printf("\n*** SPU2-X Warning:\n");
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if( spud.id == SAVE_ID )
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printf("\tSavestate version is from an older version of this plugin.\n");
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else
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printf("\tThe savestate you are trying to load was not made with this plugin.\n");
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printf("\tAudio may not recover correctly. Save your game to memorycard, reset,\n\n");
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printf(" and then continue from there.\n\n");
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resetClock = true;
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// Do *not* reset the cores.
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// We'll need some "hints" as to how the cores should be initialized,
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// and the only way to get that is to use the game's existing core settings
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// and hope they kinda match the settings for the savestate (IRQ enables and such).
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//
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//CoreReset( 0 );
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//CoreReset( 1 );
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// adpcm cache : Clear all the cache flags and buffers.
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wipe_the_cache();
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}
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else
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{
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// base stuff
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memcpy(spu2regs, spud.unkregs, 0x010000);
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memcpy(_spu2mem, spud.mem, 0x200000);
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memcpy(Cores, spud.Cores, sizeof(Cores));
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memcpy(&Spdif, &spud.Spdif, sizeof(Spdif));
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OutPos = spud.OutPos;
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InputPos = spud.InputPos;
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Cycles = spud.Cycles;
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PlayMode = spud.PlayMode;
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// Load the ADPCM cache:
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wipe_the_cache();
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const PcmCacheEntry* pcmSrc = &spud.cacheData;
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int blksLoaded=0;
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for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
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{
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if( pcm_cache_data[bidx].Validated )
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{
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// load a cache block!
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memcpy( &pcm_cache_data[bidx], pcmSrc, sizeof(PcmCacheEntry) );
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pcmSrc++;
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blksLoaded++;
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}
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}
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// Go through the V_Voice structs and recalculate SBuffer pointer from
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// the NextA setting.
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for( int c=0; c<2; c++ )
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{
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for( int v=0; v<24; v++ )
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{
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const int cacheIdx = Cores[c].Voices[v].NextA / pcm_WordsPerBlock;
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Cores[c].Voices[v].SBuffer = pcm_cache_data[cacheIdx].Sampledata;
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}
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}
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}
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return 0;
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}
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s32 __fastcall SizeIt()
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{
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int size = sizeof(SPU2freezeData);
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// calculate the amount of memory consumed by our cache:
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for( int bidx=0; bidx<pcm_BlockCount; bidx++ )
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{
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if( pcm_cache_data[bidx].Validated )
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size += sizeof(PcmCacheEntry);
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}
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return size;
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}
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}
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using namespace Savestate;
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EXPORT_C_(s32) SPU2freeze(int mode, freezeData *data)
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{
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if( mode == FREEZE_SIZE )
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{
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data->size = SizeIt();
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return 0;
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}
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jASSUME( mode == FREEZE_LOAD || mode == FREEZE_SAVE );
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jASSUME( data != NULL );
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if( data->data == NULL ) return -1;
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SPU2freezeData& spud = (SPU2freezeData&)*(data->data);
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switch( mode )
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{
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case FREEZE_LOAD: return ThawIt( spud );
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case FREEZE_SAVE: return FreezeIt( spud );
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jNO_DEFAULT;
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}
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}
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