mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
b214a1a1da
This reverts commit a00b1855cb
.
Conflicts:
Core/HLE/FunctionWrappers.h
Core/HLE/sceCtrl.cpp
Core/HLE/sceKernelModule.cpp
429 lines
11 KiB
C++
429 lines
11 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// SAS is a software mixing engine that runs on the Media Engine CPU. We just HLE it.
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// This is a very rough implementation that needs lots of work.
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//
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// JPCSP is, as it often is, a pretty good reference although I didn't actually use it much yet:
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// http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/HLE/modules150/sceSasCore.java
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#include "base/basictypes.h"
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#include "HLE.h"
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#include "../MIPS/MIPS.h"
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#include "sceSas.h"
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#include "sceKernel.h"
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static const double f[5][2] =
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{ { 0.0, 0.0 },
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{ 60.0 / 64.0, 0.0 },
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{ 115.0 / 64.0, -52.0 / 64.0 },
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{ 98.0 / 64.0, -55.0 / 64.0 },
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{ 122.0 / 64.0, -60.0 / 64.0 } };
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// VAG is a Sony ADPCM audio compression format, which goes all the way back to the PSX.
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// It compresses 28 16-bit samples into a block of 16 bytes.
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// TODO: Get rid of the doubles, making sure it does not impact sound quality.
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// Doubles are pretty fast on Android devices these days though.
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class VagDecoder
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{
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public:
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void Start(u8 *data)
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{
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data_ = data;
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curSample = 28;
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s_1 = 0.0; // per block?
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s_2 = 0.0;
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}
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int GetSample()
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{
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if (end_)
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return 0;
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if (curSample == 28)
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Decode();
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if (end_)
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return 0;
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return samples[curSample++];
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}
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bool Decode();
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bool End() const { return end_; }
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u8 GetByte() {
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return *data_++;
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}
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private:
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double samples[28];
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int curSample;
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u8 *data_;
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// rolling state. start at 0, should probably reset to 0 on loops?
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double s_1;
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double s_2;
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bool end_;
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};
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bool VagDecoder::Decode()
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{
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int predict_nr = GetByte();
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int shift_factor = predict_nr & 0xf;
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predict_nr >>= 4;
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int flags = GetByte();
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if (flags == 7)
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{
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end_ = true;
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return false;
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}
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for (int i = 0; i < 28; i += 2)
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{
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int d = GetByte();
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int s = (d & 0xf) << 12;
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if (s & 0x8000)
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s |= 0xffff0000;
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samples[i] = (double)(s >> shift_factor);
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s = (d & 0xf0) << 8;
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if (s & 0x8000)
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s |= 0xffff0000;
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samples[i + 1] = (double)(s >> shift_factor);
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}
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for (int i = 0; i < 28; i++)
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{
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samples[i] = samples[i] + s_1 * f[predict_nr][0] + s_2 * f[predict_nr][1];
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s_2 = s_1;
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s_1 = samples[i];
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}
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curSample = 0;
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return true;
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}
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// A SAS voice.
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// TODO: Look into pre-decoding the VAG samples on SetVoice instead of decoding them on the fly.
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// It's not very likely that games encode VAG dynamically.
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struct Voice
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{
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u32 vagAddr;
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int samplePos;
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int size;
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int loop;
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int volumeLeft;
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int volumeRight;
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int volumeLeftSend; // volume to "Send" (audio-lingo) to the effects processing engine, like reverb
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int volumeRightSend;
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int pitch;
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bool endFlag;
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bool playing;
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VagDecoder vag;
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};
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class SasInstance
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{
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public:
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enum { NUM_VOICES = 32 };
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Voice voices[NUM_VOICES];
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int grainSize;
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int maxVoices;
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int sampleRate;
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void mix(u32 outAddr);
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};
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// TODO - allow more than one, associating each with one Core pointer (passed in to all the functions)
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// No known games use more than one instance of Sas though.
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SasInstance sas;
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// TODO: Make deterministic, by adding staging buffers that we pump out on a fixed CoreTiming-scheduled interval.
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void SasInstance::mix(u32 outAddr)
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{
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s16 *out = (s16 *)Memory::GetPointer(outAddr);
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// Don't need to memset, done by the caller.
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for (int v = 0; v < NUM_VOICES; v++) // sas.maxVoices?
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{
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Voice &voice = sas.voices[v];
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if (voice.playing)
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{
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for (int i = 0; i < grainSize; i++)
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{
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int sample = voice.vag.GetSample();
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voice.samplePos++;
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if (voice.samplePos >= voice.size || voice.vag.End())
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{
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voice.playing = false;
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break;
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}
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int l = sample; int r = sample; //* (voice.volumeLeft >> 16), r = sample * (voice.volumeRight >> 16);
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// TODO: should mix into a temporary 32-bit buffer and then clip down
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out[i * 2] += l;
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out[i * 2 + 1] += r;
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}
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}
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}
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}
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u32 sceSasInit(u32 core, u32 grainSize, u32 maxVoices, u32 unknown, u32 sampleRate)
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{
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DEBUG_LOG(HLE,"0=sceSasInit()");
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memset(&sas, 0, sizeof(sas));
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sas.grainSize = grainSize;
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sas.maxVoices = maxVoices;
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sas.sampleRate = sampleRate;
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for (int i = 0; i < 32; i++) {
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sas.voices[i].playing = false;
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}
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return 0;
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}
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u32 sceSasGetEndFlag()
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{
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u32 endFlag = 0;
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for (int i = 0; i < sas.maxVoices; i++) {
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if (!sas.voices[i].playing)
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endFlag |= 1 << i;
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}
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DEBUG_LOG(HLE,"%08x=sceSasGetEndFlag()", endFlag);
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return endFlag;
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}
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// Runs the mixer
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void _sceSasCore()
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{
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u32 outAddr = PARAM(1);
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DEBUG_LOG(HLE,"0=sceSasCore(, %08x) (grain: %i samples)", outAddr, sas.grainSize);
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memset(Memory::GetPointer(outAddr), 0, sas.grainSize * 2 * 2);
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sas.mix(outAddr);
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RETURN(0);
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}
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// Another way of running the mixer, what was the difference again?
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void _sceSasCoreWithMix()
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{
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u32 outAddr = PARAM(1);
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DEBUG_LOG(HLE,"0=sceSasCoreWithMix(, %08x)", outAddr);
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sas.mix(outAddr);
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RETURN(0);
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}
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void sceSasSetVoice()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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u32 vagAddr = PARAM(2);
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int size = PARAM(3);
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int loop = PARAM(4);
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DEBUG_LOG(HLE,"0=sceSasSetVoice(core=%08x, voicenum=%i, vag=%08x, size=%i, loop=%i)",
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core, voiceNum, vagAddr, size, loop);
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//Real VAG header is 0x30 bytes behind the vagAddr
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Voice &v = sas.voices[voiceNum];
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v.vagAddr = vagAddr;
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v.size = size;
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v.loop = loop;
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v.playing = false;
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RETURN(0);
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}
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void sceSasSetVolume()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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int l = PARAM(2);
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int r = PARAM(3);
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int el = PARAM(4);
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int er = PARAM(5);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasSetVolume(core=%08x, voicenum=%i, l=%i, r=%i, el=%i, er=%i", core, voiceNum, l, r, el, er);
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Voice &v = sas.voices[voiceNum];
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v.volumeLeft = l;
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v.volumeRight = r;
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RETURN(0);
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}
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void sceSasSetPitch()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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int pitch = PARAM(2);
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Voice &v = sas.voices[voiceNum];
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v.pitch = pitch;
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasSetPitch(core=%08x, voicenum=%i, pitch=%i)", core, voiceNum, pitch);
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RETURN(0);
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}
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void sceSasSetKeyOn()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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DEBUG_LOG(HLE,"0=sceSasSetKeyOff(core=%08x, voicenum=%i)", core, voiceNum);
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Voice &v = sas.voices[voiceNum];
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v.vag.Start(Memory::GetPointer(v.vagAddr));
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v.playing = true;
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RETURN(0);
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}
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// TODO: We really need ADSR work:
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// sceSasSetKeyOff can be used to start sounds, that just sound during the Release phase!
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void sceSasSetKeyOff()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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DEBUG_LOG(HLE,"0=sceSasSetKeyOff(core=%08x, voicenum=%i)", core, voiceNum);
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Voice &v = sas.voices[voiceNum];
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v.playing = false; // not right! Should directly enter Release envelope stage instead!
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RETURN(0);
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}
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void sceSasSetADSR()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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int flag = PARAM(2);
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int a = PARAM(3);
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int d = PARAM(4);
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int s = PARAM(5);
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int r = PARAM(6); //??
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasSetADSR(core=%08x, voicenum=%i, flag=%i, a=%08x, d=%08x, s=%08x, r=%08x)",
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core, voiceNum, flag, a,d,s,r);
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RETURN(0);
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}
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void sceSasSetADSRMode()
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{
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u32 core = PARAM(0);
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int voiceNum = PARAM(1);
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int flag = PARAM(2);
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int a = PARAM(3);
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int d = PARAM(4);
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int s = PARAM(5);
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int r = PARAM(6); //??
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasSetADSRMode(core=%08x, voicenum=%i, flag=%i, a=%08x, d=%08x, s=%08x, r=%08x)",
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core, voiceNum, flag, a,d,s,r);
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RETURN(0);
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}
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// http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/HLE/modules150/sceSasCore.java
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u32 sceSasSetSimpleADSR(u32 core, u32 voiceNum, u32 ADSREnv1, u32 ADSREnv2)
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{
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DEBUG_LOG(HLE,"UNIMPL 0=sasSetSimpleADSR(%08x, %i, %08x, %08x)", core, voiceNum, ADSREnv1, ADSREnv2);
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ADSREnv1 &= 0xFFFF;
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ADSREnv2 &= 0xFFFF;
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//....
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return 0;
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}
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u32 sceSasGetEnvelopeHeight(u32 core, u32 voiceNum)
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{
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// Spam reduction
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if (voiceNum == 17)
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{
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasGetEnvelopeHeight(core=%08x, voicenum=%i)", core, voiceNum);
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}
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Voice &v = sas.voices[voiceNum];
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return v.playing ? 0x3fffffff : 0;
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}
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void sceSasRevType()
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{
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u32 core = PARAM(0);
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int type = PARAM(1);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasRevType(core=%08x, type=%i)", core, type);
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RETURN(0);
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}
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void sceSasRevParam()
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{
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u32 core = PARAM(0);
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int param1 = PARAM(1);
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int param2 = PARAM(2);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasRevParam(core=%08x, param1=%i, param2=%i)", core, param1, param2);
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RETURN(0);
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}
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void sceSasRevEVOL()
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{
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u32 core = PARAM(0);
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int param1 = PARAM(1);
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int param2 = PARAM(2);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasRevEVOL(core=%08x, param1=%i, param2=%i)", core, param1, param2);
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RETURN(0);
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}
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void sceSasRevVON()
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{
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u32 core = PARAM(0);
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int param1 = PARAM(1);
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int param2 = PARAM(2);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasRevEVOL(core=%08x, param1=%i, param2=%i)", core, param1, param2);
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RETURN(0);
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}
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void sceSasGetOutputMode()
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{
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u32 core = PARAM(0);
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int param1 = PARAM(1);
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int param2 = PARAM(2);
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DEBUG_LOG(HLE,"UNIMPL 0=sceSasGetOutputMode(core=%08x, param1=%i, param2=%i)", core, param1, param2);
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RETURN(0);
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}
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const HLEFunction sceSasCore[] =
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{
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{0x42778a9f, WrapU_UUUUU<sceSasInit>, "__sceSasInit"}, // (SceUID * sasCore, int grain, int maxVoices, int outputMode, int sampleRate)
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{0xa3589d81, _sceSasCore, "__sceSasCore"},
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{0x50a14dfc, _sceSasCoreWithMix, "__sceSasCoreWithMix"}, // Process and mix into buffer (int sasCore, int sasInOut, int leftVolume, int rightVolume)
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{0x68a46b95, WrapU_V<sceSasGetEndFlag>, "__sceSasGetEndFlag"}, // int sasCore
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{0x440ca7d8, sceSasSetVolume, "__sceSasSetVolume"},
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{0xad84d37f, sceSasSetPitch, "__sceSasSetPitch"},
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{0x99944089, sceSasSetVoice, "__sceSasSetVoice"}, // (int sasCore, int voice, int vagAddr, int size, int loopmode)
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{0xb7660a23, 0, "__sceSasSetNoise"},
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{0x019b25eb, sceSasSetADSR, "__sceSasSetADSR"},
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{0x9ec3676a, sceSasSetADSRMode, "__sceSasSetADSRmode"},
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{0x5f9529f6, 0, "__sceSasSetSL"},
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{0x74ae582a, WrapU_UU<sceSasGetEnvelopeHeight>, "__sceSasGetEnvelopeHeight"},
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{0xcbcd4f79, WrapU_UUUU<sceSasSetSimpleADSR>, "__sceSasSetSimpleADSR"},
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{0xa0cf2fa4, sceSasSetKeyOff, "__sceSasSetKeyOff"},
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{0x76f01aca, sceSasSetKeyOn, "__sceSasSetKeyOn"}, // (int sasCore, int voice)
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{0xf983b186, sceSasRevVON, "__sceSasRevVON"}, // int sasCore, int dry, int wet
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{0xd5a229c9, sceSasRevEVOL, "__sceSasRevEVOL"}, // (int sasCore, int leftVol, int rightVol) // effect volume
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{0x33d4ab37, sceSasRevType, "__sceSasRevType"}, // (int sasCore, int type)
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{0x267a6dd2, sceSasRevParam, "__sceSasRevParam"}, // (int sasCore, int delay, int feedback)
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{0x2c8e6ab3, 0, "__sceSasGetPauseFlag"}, // int sasCore
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{0x787d04d5, 0, "__sceSasSetPause"},
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{0xa232cbe6, 0, "__sceSasSetTriangularWave"}, // (int sasCore, int voice, int unknown)
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{0xd5ebbbcd, 0, "__sceSasSetSteepWave"}, // (int sasCore, int voice, int unknown) // square wave?
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{0xBD11B7C2, 0, "__sceSasGetGrain"},
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{0xd1e0a01e, 0, "__sceSasSetGrain"},
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{0xe175ef66, sceSasGetOutputMode, "__sceSasGetOutputmode"},
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{0xe855bf76, 0, "__sceSasSetOutputmode"},
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{0x07f58c24, 0, "__sceSasGetAllEnvelopeHeights"}, // (int sasCore, int heightAddr) 32-bit heights, 0-0x40000000
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};
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void Register_sceSasCore()
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{
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RegisterModule("sceSasCore", ARRAY_SIZE(sceSasCore), sceSasCore);
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}
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