project64/Source/Project64-core/Plugins/AudioPlugin.cpp

201 lines
6.7 KiB
C++

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