pcsx2/pcsx2/SPU2/Reverb.cpp

242 lines
6.9 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 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.
*
* PCSX2 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "Global.h"
#include <array>
__forceinline s32 V_Core::RevbGetIndexer(s32 offset)
{
u32 pos = ReverbX + offset;
// Fast and simple single step wrapping, made possible by the preparation of the
// effects buffer addresses.
if (pos > EffectsEndA)
{
pos -= EffectsEndA + 1;
pos += EffectsStartA;
}
assert(pos >= EffectsStartA && pos <= EffectsEndA);
return pos;
}
void V_Core::Reverb_AdvanceBuffer()
{
if (RevBuffers.NeedsUpdated)
UpdateEffectsBufferSize();
if ((Cycles & 1) && (EffectsBufferSize > 0))
{
ReverbX += 1;
if (ReverbX >= (u32)EffectsBufferSize)
ReverbX = 0;
}
}
static constexpr u32 NUM_TAPS = 39;
// 39 tap filter, the 0's could be optimized out
static constexpr std::array<s32, NUM_TAPS> filter_coefs = {
-1,
0,
2,
0,
-10,
0,
35,
0,
-103,
0,
266,
0,
-616,
0,
1332,
0,
-2960,
0,
10246,
16384,
10246,
0,
-2960,
0,
1332,
0,
-616,
0,
266,
0,
-103,
0,
35,
0,
-10,
0,
2,
0,
-1,
};
s32 __forceinline V_Core::ReverbDownsample(bool right)
{
s32 out = 0;
// Skipping the 0 coefs.
for (u32 i = 0; i < NUM_TAPS; i += 2)
{
out += RevbDownBuf[right][((RevbSampleBufPos - NUM_TAPS) + i) & 63] * filter_coefs[i];
}
// We also skipped the middle so add that in.
out += RevbDownBuf[right][((RevbSampleBufPos - NUM_TAPS) + 19) & 63] * filter_coefs[19];
out >>= 15;
out = std::clamp<s32>(out, INT16_MIN, INT16_MAX);
return out;
}
StereoOut32 __forceinline V_Core::ReverbUpsample(bool phase)
{
s32 ls = 0, rs = 0;
if (phase)
{
ls += RevbUpBuf[0][(((RevbSampleBufPos - NUM_TAPS) >> 1) + 9) & 63] * filter_coefs[19];
rs += RevbUpBuf[1][(((RevbSampleBufPos - NUM_TAPS) >> 1) + 9) & 63] * filter_coefs[19];
}
else
{
for (u32 i = 0; i < (NUM_TAPS >> 1) + 1; i++)
{
ls += RevbUpBuf[0][(((RevbSampleBufPos - NUM_TAPS) >> 1) + i) & 63] * filter_coefs[i * 2];
}
for (u32 i = 0; i < (NUM_TAPS >> 1) + 1; i++)
{
rs += RevbUpBuf[1][(((RevbSampleBufPos - NUM_TAPS) >> 1) + i) & 63] * filter_coefs[i * 2];
}
}
ls >>= 14;
ls = std::clamp<s32>(ls, INT16_MIN, INT16_MAX);
rs >>= 14;
rs = std::clamp<s32>(rs, INT16_MIN, INT16_MAX);
return StereoOut32(ls, rs);
}
/////////////////////////////////////////////////////////////////////////////////////////
StereoOut32 V_Core::DoReverb(const StereoOut32& Input)
{
if (EffectsBufferSize <= 0)
{
return StereoOut32::Empty;
}
RevbDownBuf[0][RevbSampleBufPos & 63] = Input.Left;
RevbDownBuf[1][RevbSampleBufPos & 63] = Input.Right;
bool R = Cycles & 1;
// Calculate the read/write addresses we'll be needing for this session of reverb.
const u32 same_src = RevbGetIndexer(R ? RevBuffers.SAME_R_SRC : RevBuffers.SAME_L_SRC);
const u32 same_dst = RevbGetIndexer(R ? RevBuffers.SAME_R_DST : RevBuffers.SAME_L_DST);
const u32 same_prv = RevbGetIndexer(R ? RevBuffers.SAME_R_PRV : RevBuffers.SAME_L_PRV);
const u32 diff_src = RevbGetIndexer(R ? RevBuffers.DIFF_L_SRC : RevBuffers.DIFF_R_SRC);
const u32 diff_dst = RevbGetIndexer(R ? RevBuffers.DIFF_R_DST : RevBuffers.DIFF_L_DST);
const u32 diff_prv = RevbGetIndexer(R ? RevBuffers.DIFF_R_PRV : RevBuffers.DIFF_L_PRV);
const u32 comb1_src = RevbGetIndexer(R ? RevBuffers.COMB1_R_SRC : RevBuffers.COMB1_L_SRC);
const u32 comb2_src = RevbGetIndexer(R ? RevBuffers.COMB2_R_SRC : RevBuffers.COMB2_L_SRC);
const u32 comb3_src = RevbGetIndexer(R ? RevBuffers.COMB3_R_SRC : RevBuffers.COMB3_L_SRC);
const u32 comb4_src = RevbGetIndexer(R ? RevBuffers.COMB4_R_SRC : RevBuffers.COMB4_L_SRC);
const u32 apf1_src = RevbGetIndexer(R ? RevBuffers.APF1_R_SRC : RevBuffers.APF1_L_SRC);
const u32 apf1_dst = RevbGetIndexer(R ? RevBuffers.APF1_R_DST : RevBuffers.APF1_L_DST);
const u32 apf2_src = RevbGetIndexer(R ? RevBuffers.APF2_R_SRC : RevBuffers.APF2_L_SRC);
const u32 apf2_dst = RevbGetIndexer(R ? RevBuffers.APF2_R_DST : RevBuffers.APF2_L_DST);
// -----------------------------------------
// Optimized IRQ Testing !
// -----------------------------------------
// This test is enhanced by using the reverb effects area begin/end test as a
// shortcut, since all buffer addresses are within that area. If the IRQA isn't
// within that zone then the "bulk" of the test is skipped, so this should only
// be a slowdown on a few evil games.
for (int i = 0; i < 2; i++)
{
if (Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA)))
{
if ((Cores[i].IRQA == same_src) || (Cores[i].IRQA == diff_src) ||
(Cores[i].IRQA == same_dst) || (Cores[i].IRQA == diff_dst) ||
(Cores[i].IRQA == same_prv) || (Cores[i].IRQA == diff_prv) ||
(Cores[i].IRQA == comb1_src) || (Cores[i].IRQA == comb2_src) ||
(Cores[i].IRQA == comb3_src) || (Cores[i].IRQA == comb4_src) ||
(Cores[i].IRQA == apf1_dst) || (Cores[i].IRQA == apf1_src) ||
(Cores[i].IRQA == apf2_dst) || (Cores[i].IRQA == apf2_src))
{
//printf("Core %d IRQ Called (Reverb). IRQA = %x\n",i,addr);
SetIrqCall(i);
}
}
}
// Reverb algorithm pretty much directly ripped from http://drhell.web.fc2.com/ps1/
// minus the 35 step FIR which just seems to break things.
s32 in, same, diff, apf1, apf2, out;
#define MUL(x, y) ((x) * (y) >> 15)
in = MUL(R ? Revb.IN_COEF_R : Revb.IN_COEF_L, ReverbDownsample(R));
same = MUL(Revb.IIR_VOL, in + MUL(Revb.WALL_VOL, _spu2mem[same_src]) - _spu2mem[same_prv]) + _spu2mem[same_prv];
diff = MUL(Revb.IIR_VOL, in + MUL(Revb.WALL_VOL, _spu2mem[diff_src]) - _spu2mem[diff_prv]) + _spu2mem[diff_prv];
out = MUL(Revb.COMB1_VOL, _spu2mem[comb1_src]) + MUL(Revb.COMB2_VOL, _spu2mem[comb2_src]) + MUL(Revb.COMB3_VOL, _spu2mem[comb3_src]) + MUL(Revb.COMB4_VOL, _spu2mem[comb4_src]);
apf1 = out - MUL(Revb.APF1_VOL, _spu2mem[apf1_src]);
out = _spu2mem[apf1_src] + MUL(Revb.APF1_VOL, apf1);
apf2 = out - MUL(Revb.APF2_VOL, _spu2mem[apf2_src]);
out = _spu2mem[apf2_src] + MUL(Revb.APF2_VOL, apf2);
// According to no$psx the effects always run but don't always write back, see check in V_Core::Mix
if (FxEnable)
{
_spu2mem[same_dst] = clamp_mix(same);
_spu2mem[diff_dst] = clamp_mix(diff);
_spu2mem[apf1_dst] = clamp_mix(apf1);
_spu2mem[apf2_dst] = clamp_mix(apf2);
}
RevbUpBuf[R][(RevbSampleBufPos >> 1) & 63] = clamp_mix(out);
RevbSampleBufPos++;
return ReverbUpsample(RevbSampleBufPos & 1);
}