pcsx2/pcsx2/SPU2/ReadInput.cpp

184 lines
5.4 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2020 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 "Dma.h"
#include "IopDma.h"
#include "IopHw.h"
#include "spu2.h" // required for ENABLE_NEW_IOPDMA_SPU2 define
// Core 0 Input is "SPDIF mode" - Source audio is AC3 compressed.
// Core 1 Input is "CDDA mode" - Source audio data is 32 bits.
// PS2 note: Very! few PS2 games use this mode. Some PSX games used it, however no
// *known* PS2 game does since it was likely only available if the game was recorded to CD
// media (ie, not available in DVD mode, which almost all PS2 games use). Plus PS2 games
// generally prefer to use ADPCM streaming audio since they need as much storage space as
// possible for FMVs and high-def textures.
//
StereoOut32 V_Core::ReadInput_HiFi()
{
if (psxmode)
ConLog("ReadInput_HiFi!!!!!\n");
s16 ReadIndex = (OutPos * 2) & 0x1FF;
StereoOut32 retval(
(s32&)(*GetMemPtr(0x2000 + (Index << 10) + ReadIndex)),
(s32&)(*GetMemPtr(0x2200 + (Index << 10) + ReadIndex)));
if (Index == 1)
{
// CDDA Mode:
// give 30 bit data (SndOut downsamples the rest of the way)
// HACKFIX: 28 bits seems better according to rama. I should take some time and do some
// bitcounting on this one. --air
retval.Left >>= 4;
retval.Right >>= 4;
}
// Simulate MADR increase, GTA VC tracks the MADR address for calculating a certain point in the buffer
if (InputDataTransferred)
{
u32 amount = std::min(InputDataTransferred, (u32)0x180);
InputDataTransferred -= amount;
MADR += amount;
// Because some games watch the MADR to see when it reaches the end we need to end the DMA here
// Tom & Jerry War of the Whiskers is one such game, the music will skip
if (!InputDataTransferred && !InputDataLeft)
{
if (Index == 0)
spu2DMA4Irq();
else
spu2DMA7Irq();
}
}
if (ReadIndex == 0x100 || ReadIndex == 0x0 || ReadIndex == 0x80 || ReadIndex == 0x180)
{
if (ReadIndex == 0x100)
InputPosWrite = 0;
else if (ReadIndex == 0)
InputPosWrite = 0x100;
if (InputDataLeft >= 0x100)
{
AutoDMAReadBuffer(0);
AdmaInProgress = 1;
if (InputDataLeft < 0x100)
{
if (IsDevBuild)
{
FileLog("[%10d] AutoDMA%c block end.\n", Cycles, GetDmaIndexChar());
if (InputDataLeft > 0)
{
if (MsgAutoDMA())
ConLog("WARNING: adma buffer didn't finish with a whole block!!\n");
}
}
InputDataLeft = 0;
}
}
else if ((AutoDMACtrl & (Index + 1)))
AutoDMACtrl |= ~3;
}
return retval;
}
StereoOut32 V_Core::ReadInput()
{
StereoOut32 retval;
s16 ReadIndex = OutPos;
for (int i = 0; i < 2; i++)
if (Cores[i].IRQEnable && (0x2000 + (Index << 10) + ReadIndex) == (Cores[i].IRQA & 0xfffffdff))
SetIrqCall(i);
// PlayMode & 2 is Bypass Mode, so it doesn't go through the SPU
if ((Index == 1) || !(Index == 0 && (PlayMode & 2) != 0))
{
retval = StereoOut32(
(s32)(*GetMemPtr(0x2000 + (Index << 10) + ReadIndex)),
(s32)(*GetMemPtr(0x2200 + (Index << 10) + ReadIndex)));
// Not accurate behaviour but shouldn't hurt for now, need to run some tests
// to see why Prince of Persia Warrior Within buzzes when going in to the map
// since it starts an ADMA of music, then kills ADMA, so it loops on a few ms of data.
GetMemPtr(0x2000 + (Index << 10) + ReadIndex)[0] = 0;
GetMemPtr(0x2200 + (Index << 10) + ReadIndex)[0] = 0;
}
#ifdef PCSX2_DEVBUILD
DebugCores[Index].admaWaveformL[OutPos % 0x100] = retval.Left;
DebugCores[Index].admaWaveformR[OutPos % 0x100] = retval.Right;
#endif
// Simulate MADR increase, GTA VC tracks the MADR address for calculating a certain point in the buffer
if (InputDataTransferred)
{
u32 amount = std::min(InputDataTransferred, (u32)0x180);
InputDataTransferred -= amount;
MADR += amount;
// Because some games watch the MADR to see when it reaches the end we need to end the DMA here
// Tom & Jerry War of the Whiskers is one such game, the music will skip
if (!InputDataTransferred && !InputDataLeft)
{
if (Index == 0)
spu2DMA4Irq();
else
spu2DMA7Irq();
}
}
if (PlayMode == 2 && Index == 0) //Bitstream bypass refills twice as quickly (GTA VC)
ReadIndex = (ReadIndex * 2) & 0x1FF;
if (ReadIndex == 0x100 || ReadIndex == 0x0 || ReadIndex == 0x80 || ReadIndex == 0x180)
{
if (ReadIndex == 0x100)
InputPosWrite = 0;
else if (ReadIndex == 0)
InputPosWrite = 0x100;
if (InputDataLeft >= 0x100)
{
AutoDMAReadBuffer(0);
AdmaInProgress = 1;
if (InputDataLeft < 0x100)
{
if (IsDevBuild)
{
FileLog("[%10d] AutoDMA%c block end.\n", Cycles, GetDmaIndexChar());
if (InputDataLeft > 0)
{
if (MsgAutoDMA())
ConLog("WARNING: adma buffer didn't finish with a whole block!!\n");
}
}
InputDataLeft = 0;
}
}
else if ((AutoDMACtrl & (Index + 1)))
AutoDMACtrl |= ~3;
}
return retval;
}