pcsx2/plugins/spu2-x/src/Reverb.cpp

253 lines
9.6 KiB
C++

/* 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]
*
* SPU2-X 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.
*
* SPU2-X 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 SPU2-X. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Global.h"
#include "Lowpass.h"
// Low pass filters: Change these to 32 for a speedup (benchmarks needed to see if
// the speed gain is worth the quality drop)
//static LowPassFilter64 lowpass_left( 11000, SampleRate );
//static LowPassFilter64 lowpass_right( 11000, SampleRate );
__forceinline s32 V_Core::RevbGetIndexer( s32 offset )
{
u32 pos = ReverbX + offset; //*4);
// Fast and simple single step wrapping, made possible by the preparation of the
// effects buffer addresses.
if( pos > EffectsEndA )
{
pos -= EffectsEndA+1;
pos += EffectsStartA;
}
return pos;
}
void V_Core::Reverb_AdvanceBuffer()
{
if( (Cycles & 1) && (EffectsBufferSize > 0) )
{
ReverbX += 1;
if( ReverbX >= (u32)EffectsBufferSize ) ReverbX = 0;
}
}
/////////////////////////////////////////////////////////////////////////////////////////
StereoOut32 V_Core::DoReverb( const StereoOut32& Input )
{
static const s32 downcoeffs[8] =
{
1283, 5344, 10895, 15243,
15243, 10895, 5344, 1283
};
downbuf[dbpos] = Input;
dbpos = (dbpos+1) & 7;
// Reverb processing occurs at 24khz, so we skip processing every other sample,
// and use the previous calculation for this core instead.
if( (Cycles&1) == 0 )
{
// Important: Factor silence into the upsampler here, otherwise the reverb engine
// develops a nasty feedback loop.
upbuf[ubpos] = StereoOut32::Empty;
}
else
{
if( RevBuffers.NeedsUpdated )
UpdateEffectsBufferSize();
if( EffectsBufferSize <= 0 )
{
ubpos = (ubpos+1) & 7;
return StereoOut32::Empty;
}
// Advance the current reverb buffer pointer, and cache the read/write addresses we'll be
// needing for this session of reverb.
const u32 src_a0 = RevbGetIndexer( RevBuffers.IIR_SRC_A0 );
const u32 src_a1 = RevbGetIndexer( RevBuffers.IIR_SRC_A1 );
const u32 src_b0 = RevbGetIndexer( RevBuffers.IIR_SRC_B0 );
const u32 src_b1 = RevbGetIndexer( RevBuffers.IIR_SRC_B1 );
const u32 dest_a0 = RevbGetIndexer( RevBuffers.IIR_DEST_A0 );
const u32 dest_a1 = RevbGetIndexer( RevBuffers.IIR_DEST_A1 );
const u32 dest_b0 = RevbGetIndexer( RevBuffers.IIR_DEST_B0 );
const u32 dest_b1 = RevbGetIndexer( RevBuffers.IIR_DEST_B1 );
const u32 dest2_a0 = RevbGetIndexer( RevBuffers.IIR_DEST_A0 + 2 );
const u32 dest2_a1 = RevbGetIndexer( RevBuffers.IIR_DEST_A1 + 2 );
const u32 dest2_b0 = RevbGetIndexer( RevBuffers.IIR_DEST_B0 + 2 );
const u32 dest2_b1 = RevbGetIndexer( RevBuffers.IIR_DEST_B1 + 2 );
const u32 acc_src_a0 = RevbGetIndexer( RevBuffers.ACC_SRC_A0 );
const u32 acc_src_b0 = RevbGetIndexer( RevBuffers.ACC_SRC_B0 );
const u32 acc_src_c0 = RevbGetIndexer( RevBuffers.ACC_SRC_C0 );
const u32 acc_src_d0 = RevbGetIndexer( RevBuffers.ACC_SRC_D0 );
const u32 acc_src_a1 = RevbGetIndexer( RevBuffers.ACC_SRC_A1 );
const u32 acc_src_b1 = RevbGetIndexer( RevBuffers.ACC_SRC_B1 );
const u32 acc_src_c1 = RevbGetIndexer( RevBuffers.ACC_SRC_C1 );
const u32 acc_src_d1 = RevbGetIndexer( RevBuffers.ACC_SRC_D1 );
const u32 fb_src_a0 = RevbGetIndexer( RevBuffers.FB_SRC_A0 );
const u32 fb_src_a1 = RevbGetIndexer( RevBuffers.FB_SRC_A1 );
const u32 fb_src_b0 = RevbGetIndexer( RevBuffers.FB_SRC_B0 );
const u32 fb_src_b1 = RevbGetIndexer( RevBuffers.FB_SRC_B1 );
const u32 mix_dest_a0 = RevbGetIndexer( RevBuffers.MIX_DEST_A0 );
const u32 mix_dest_a1 = RevbGetIndexer( RevBuffers.MIX_DEST_A1 );
const u32 mix_dest_b0 = RevbGetIndexer( RevBuffers.MIX_DEST_B0 );
const u32 mix_dest_b1 = RevbGetIndexer( RevBuffers.MIX_DEST_B1 );
// -----------------------------------------
// 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( uint i=0; i<2; i++ )
{
if( Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA)) )
{
if( (Cores[i].IRQA == src_a0) || (Cores[i].IRQA == src_a1) ||
(Cores[i].IRQA == src_b0) || (Cores[i].IRQA == src_b1) ||
(Cores[i].IRQA == dest_a0) || (Cores[i].IRQA == dest_a1) ||
(Cores[i].IRQA == dest_b0) || (Cores[i].IRQA == dest_b1) ||
(Cores[i].IRQA == dest2_a0) || (Cores[i].IRQA == dest2_a1) ||
(Cores[i].IRQA == dest2_b0) || (Cores[i].IRQA == dest2_b1) ||
(Cores[i].IRQA == acc_src_a0) || (Cores[i].IRQA == acc_src_a1) ||
(Cores[i].IRQA == acc_src_b0) || (Cores[i].IRQA == acc_src_b1) ||
(Cores[i].IRQA == acc_src_c0) || (Cores[i].IRQA == acc_src_c1) ||
(Cores[i].IRQA == acc_src_d0) || (Cores[i].IRQA == acc_src_d1) ||
(Cores[i].IRQA == fb_src_a0) || (Cores[i].IRQA == fb_src_a1) ||
(Cores[i].IRQA == fb_src_b0) || (Cores[i].IRQA == fb_src_b1) ||
(Cores[i].IRQA == mix_dest_a0) || (Cores[i].IRQA == mix_dest_a1) ||
(Cores[i].IRQA == mix_dest_b0) || (Cores[i].IRQA == mix_dest_b1) )
{
//printf("Core %d IRQ Called (Reverb). IRQA = %x\n",i,addr);
Spdif.Info |= 4 << i;
SetIrqCall();
}
}
}
// -----------------------------------------
// Begin Reverb Processing !
// -----------------------------------------
StereoOut32 INPUT_SAMPLE;
for( int x=0; x<8; ++x )
{
INPUT_SAMPLE.Left += (downbuf[(dbpos+x)&7].Left * downcoeffs[x]);
INPUT_SAMPLE.Right += (downbuf[(dbpos+x)&7].Right * downcoeffs[x]);
}
INPUT_SAMPLE.Left >>= 16;
INPUT_SAMPLE.Right >>= 16;
const s32 IIR_INPUT_A0 = ((_spu2mem[src_a0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16;
const s32 IIR_INPUT_A1 = ((_spu2mem[src_a1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16;
const s32 IIR_INPUT_B0 = ((_spu2mem[src_b0] * Revb.IIR_COEF) + (INPUT_SAMPLE.Left * Revb.IN_COEF_L))>>16;
const s32 IIR_INPUT_B1 = ((_spu2mem[src_b1] * Revb.IIR_COEF) + (INPUT_SAMPLE.Right * Revb.IN_COEF_R))>>16;
// This section differs from Neill's doc as it uses single-mul interpolation instead
// of 0x8000-val inversion. (same result, faster)
const s32 IIR_A0 = IIR_INPUT_A0 + (((_spu2mem[dest_a0]-IIR_INPUT_A0) * Revb.IIR_ALPHA)>>16);
const s32 IIR_A1 = IIR_INPUT_A1 + (((_spu2mem[dest_a1]-IIR_INPUT_A1) * Revb.IIR_ALPHA)>>16);
const s32 IIR_B0 = IIR_INPUT_B0 + (((_spu2mem[dest_b0]-IIR_INPUT_B0) * Revb.IIR_ALPHA)>>16);
const s32 IIR_B1 = IIR_INPUT_B1 + (((_spu2mem[dest_b1]-IIR_INPUT_B1) * Revb.IIR_ALPHA)>>16);
_spu2mem[dest2_a0] = clamp_mix( IIR_A0 );
_spu2mem[dest2_a1] = clamp_mix( IIR_A1 );
_spu2mem[dest2_b0] = clamp_mix( IIR_B0 );
_spu2mem[dest2_b1] = clamp_mix( IIR_B1 );
const s32 ACC0 = (
((_spu2mem[acc_src_a0] * Revb.ACC_COEF_A)) +
((_spu2mem[acc_src_b0] * Revb.ACC_COEF_B)) +
((_spu2mem[acc_src_c0] * Revb.ACC_COEF_C)) +
((_spu2mem[acc_src_d0] * Revb.ACC_COEF_D))
); // >> 16;
const s32 ACC1 = (
((_spu2mem[acc_src_a1] * Revb.ACC_COEF_A)) +
((_spu2mem[acc_src_b1] * Revb.ACC_COEF_B)) +
((_spu2mem[acc_src_c1] * Revb.ACC_COEF_C)) +
((_spu2mem[acc_src_d1] * Revb.ACC_COEF_D))
); // >> 16;
// The following code differs from Neill's doc as it uses the more natural single-mul
// interpolative, instead of the funky ^0x8000 stuff. (better result, faster)
const s32 FB_A0 = _spu2mem[fb_src_a0] * Revb.FB_ALPHA;
const s32 FB_A1 = _spu2mem[fb_src_a1] * Revb.FB_ALPHA;
_spu2mem[mix_dest_a0] = clamp_mix( (ACC0 - FB_A0) >> 16 );
_spu2mem[mix_dest_a1] = clamp_mix( (ACC1 - FB_A1) >> 16 );
const s32 acc_fb_mix_a = ACC0 + ( (_spu2mem[fb_src_a0] - (ACC0>>16)) * Revb.FB_ALPHA );
const s32 acc_fb_mix_b = ACC1 + ( (_spu2mem[fb_src_a1] - (ACC1>>16)) * Revb.FB_ALPHA );
_spu2mem[mix_dest_b0] = clamp_mix( ( acc_fb_mix_a - (_spu2mem[fb_src_b0] * Revb.FB_X) ) >> 16 );
_spu2mem[mix_dest_b1] = clamp_mix( ( acc_fb_mix_b - (_spu2mem[fb_src_b1] * Revb.FB_X) ) >> 16 );
upbuf[ubpos] = clamp_mix( StereoOut32(
(_spu2mem[mix_dest_a0] + _spu2mem[mix_dest_b0]), // left
(_spu2mem[mix_dest_a1] + _spu2mem[mix_dest_b1]) // right
) );
}
StereoOut32 retval;
for( int x=0; x<8; ++x )
{
retval.Left += (upbuf[(ubpos+x)&7].Left*downcoeffs[x]);
retval.Right += (upbuf[(ubpos+x)&7].Right*downcoeffs[x]);
}
// Notes:
// the first -1 is to adjust for the null padding in every other upbuf sample (which
// halves the overall volume).
// The second +1 divides by two, which is part of Neill's suggestion to divide by 3.
//
// According Neill the final result should be divided by 3, but currently the output
// is way too quiet for that to fly. In fact no division at all might be better.
// In any case the problem always seems to be that the reverb isn't resonating enough
// (indicating short buffers or bad coefficient math?), not that it isn't loud enough.
retval.Left >>= (16-1 + 1);
retval.Right >>= (16-1 + 1);
ubpos = (ubpos+1) & 7;
return retval;
}