216 lines
6.6 KiB
C++
216 lines
6.6 KiB
C++
/****************************************************************************
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* *
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* Project64 - A Nintendo 64 emulator. *
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* http://www.pj64-emu.com/ *
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* Copyright (C) 2012 Project64. All rights reserved. *
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* *
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* License: *
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* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
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* *
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****************************************************************************/
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#include "stdafx.h"
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#include <Project64-core/N64System/SystemGlobals.h>
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#include <Project64-core/N64System/N64RomClass.h>
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#include <Project64-core/N64System/Mips/MemoryVirtualMem.h>
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#include <Project64-core/N64System/Mips/RegisterClass.h>
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#include <Project64-core/N64System/N64Class.h>
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#include <Project64-core/Plugins/AudioPlugin.h>
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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CAudioPlugin::CAudioPlugin() :
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AiLenChanged(NULL),
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AiReadLength(NULL),
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ProcessAList(NULL),
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m_hAudioThread(NULL),
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AiUpdate(NULL),
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AiDacrateChanged(NULL)
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{
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}
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CAudioPlugin::~CAudioPlugin()
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{
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Close(NULL);
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UnloadPlugin();
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}
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bool CAudioPlugin::LoadFunctions(void)
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{
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g_Settings->SaveBool(Setting_SyncViaAudioEnabled, false);
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// Find entries for functions in DLL
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void(CALL *InitiateAudio)(void);
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LoadFunction(InitiateAudio);
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LoadFunction(AiDacrateChanged);
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LoadFunction(AiLenChanged);
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LoadFunction(AiReadLength);
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LoadFunction(AiUpdate);
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LoadFunction(ProcessAList);
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// Make sure dll has all needed functions
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if (AiDacrateChanged == NULL) { UnloadPlugin(); return false; }
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if (AiLenChanged == NULL) { UnloadPlugin(); return false; }
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if (AiReadLength == NULL) { UnloadPlugin(); return false; }
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if (InitiateAudio == NULL) { UnloadPlugin(); return false; }
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if (ProcessAList == NULL) { UnloadPlugin(); return false; }
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if (m_PluginInfo.Version >= 0x0102)
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{
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if (PluginOpened == NULL) { UnloadPlugin(); return false; }
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}
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return true;
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}
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bool CAudioPlugin::Initiate(CN64System * System, RenderWindow * Window)
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{
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struct AUDIO_INFO
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{
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void * hwnd;
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void * hinst;
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int32_t MemoryBswaped; // If this is set to TRUE, then the memory has been pre
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// bswap on a dword (32 bits) boundry
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// eg. the first 8 bytes are stored like this:
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// 4 3 2 1 8 7 6 5
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uint8_t * HEADER; // This is the rom header (first 40h bytes of the rom
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// This will be in the same memory format as the rest of the memory.
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uint8_t * RDRAM;
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uint8_t * DMEM;
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uint8_t * IMEM;
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uint32_t * MI__INTR_REG;
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uint32_t * AI__DRAM_ADDR_REG;
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uint32_t * AI__LEN_REG;
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uint32_t * AI__CONTROL_REG;
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uint32_t * AI__STATUS_REG;
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uint32_t * AI__DACRATE_REG;
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uint32_t * AI__BITRATE_REG;
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void(CALL *CheckInterrupts)(void);
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};
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//Get Function from DLL
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int32_t(CALL *InitiateAudio)(AUDIO_INFO Audio_Info);
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LoadFunction(InitiateAudio);
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if (InitiateAudio == NULL) { return false; }
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AUDIO_INFO Info = { 0 };
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#ifdef _WIN32
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Info.hwnd = Window ? Window->GetWindowHandle() : NULL;
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Info.hinst = Window ? Window->GetModuleInstance() : NULL;
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#else
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Info.hwnd = NULL;
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Info.hinst = NULL;
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#endif
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Info.MemoryBswaped = true;
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Info.CheckInterrupts = DummyCheckInterrupts;
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// We are initializing the plugin before any rom is loaded so we do not have any correct
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// parameters here.. just needed to we can config the DLL.
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if (System == NULL)
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{
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static uint8_t Buffer[100];
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static uint32_t Value = 0;
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Info.HEADER = Buffer;
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Info.RDRAM = Buffer;
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Info.DMEM = Buffer;
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Info.IMEM = Buffer;
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Info.MI__INTR_REG = &Value;
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Info.AI__DRAM_ADDR_REG = &Value;
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Info.AI__LEN_REG = &Value;
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Info.AI__CONTROL_REG = &Value;
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Info.AI__STATUS_REG = &Value;
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Info.AI__DACRATE_REG = &Value;
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Info.AI__BITRATE_REG = &Value;
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}
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// Send initialization information to the DLL
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else
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{
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CMipsMemoryVM & MMU = System->m_MMU_VM;
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CRegisters & Reg = System->m_Reg;
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Info.HEADER = g_Rom->GetRomAddress();
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Info.RDRAM = MMU.Rdram();
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Info.DMEM = MMU.Dmem();
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Info.IMEM = MMU.Imem();
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Info.MI__INTR_REG = &Reg.m_AudioIntrReg;
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Info.AI__DRAM_ADDR_REG = &Reg.AI_DRAM_ADDR_REG;
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Info.AI__LEN_REG = &Reg.AI_LEN_REG;
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Info.AI__CONTROL_REG = &Reg.AI_CONTROL_REG;
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Info.AI__STATUS_REG = &Reg.AI_STATUS_REG;
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Info.AI__DACRATE_REG = &Reg.AI_DACRATE_REG;
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Info.AI__BITRATE_REG = &Reg.AI_BITRATE_REG;
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}
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m_Initialized = InitiateAudio(Info) != 0;
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#ifdef _WIN32
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if (System != NULL)
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{
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if (AiUpdate)
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{
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if (m_hAudioThread)
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{
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WriteTrace(TraceAudioPlugin, TraceDebug, "Terminate Audio Thread");
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TerminateThread(m_hAudioThread, 0);
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}
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DWORD ThreadID;
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m_hAudioThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)AudioThread, (LPVOID)this, 0, &ThreadID);
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}
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if (System->m_Reg.AI_DACRATE_REG != 0)
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{
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DacrateChanged(System->SystemType());
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}
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}
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#endif
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return m_Initialized;
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}
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void CAudioPlugin::UnloadPluginDetails(void)
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{
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#ifdef _WIN32
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if (m_hAudioThread)
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{
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WriteTrace(TraceAudioPlugin, TraceDebug, "Terminate Audio Thread");
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TerminateThread(m_hAudioThread, 0);
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m_hAudioThread = NULL;
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}
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#endif
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AiDacrateChanged = NULL;
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AiLenChanged = NULL;
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AiReadLength = NULL;
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AiUpdate = NULL;
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ProcessAList = NULL;
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}
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void CAudioPlugin::DacrateChanged(SYSTEM_TYPE Type)
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{
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if (!Initialized()) { return; }
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WriteTrace(TraceAudioPlugin, TraceDebug, "SystemType: %s", Type == SYSTEM_NTSC ? "SYSTEM_NTSC" : "SYSTEM_PAL");
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//uint32_t Frequency = g_Reg->AI_DACRATE_REG * 30;
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//uint32_t CountsPerSecond = (g_Reg->VI_V_SYNC_REG != 0 ? (g_Reg->VI_V_SYNC_REG + 1) * g_Settings->LoadDword(Game_ViRefreshRate) : 500000) * 60;
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AiDacrateChanged(Type);
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}
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#ifdef _WIN32
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void CAudioPlugin::AudioThread(CAudioPlugin * _this)
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{
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
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if (g_Settings->LoadBool(Setting_CN64TimeCritical))
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{
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
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}
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for (;;)
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{
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_this->AiUpdate(true);
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}
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}
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#endif
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