mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-01-31 01:15:24 +01:00
161 lines
4.3 KiB
C++
161 lines
4.3 KiB
C++
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
|
|
// SPDX-License-Identifier: GPL-3.0+
|
|
|
|
#include "Dma.h"
|
|
#include "IopDma.h"
|
|
#include "IopHw.h"
|
|
#include "SPU2/Debug.h"
|
|
#include "SPU2/defs.h"
|
|
#include "SPU2/spu2.h"
|
|
|
|
// 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 (SPU2::IsRunningPSXMode() && SPU2::MsgToConsole())
|
|
SPU2::ConLog("ReadInput_HiFi!!!!!\n");
|
|
|
|
const u16 ReadIndex = (OutPos * 2) & 0x1FF;
|
|
|
|
StereoOut32 retval(
|
|
(s32&)(*GetMemPtr(0x2000 + (Index << 10) + ReadIndex)),
|
|
(s32&)(*GetMemPtr(0x2200 + (Index << 10) + ReadIndex)));
|
|
|
|
if (Index == 1)
|
|
{
|
|
retval.Left >>= 16;
|
|
retval.Right >>= 16;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
SPU2::FileLog("[%10d] AutoDMA%c block end.\n", Cycles, GetDmaIndexChar());
|
|
if (InputDataLeft > 0)
|
|
{
|
|
if (SPU2::MsgAutoDMA())
|
|
SPU2::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;
|
|
u16 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)));
|
|
}
|
|
|
|
#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)
|
|
{
|
|
SPU2::FileLog("[%10d] AutoDMA%c block end.\n", Cycles, GetDmaIndexChar());
|
|
if (InputDataLeft > 0)
|
|
{
|
|
if (SPU2::MsgAutoDMA())
|
|
SPU2::ConLog("WARNING: adma buffer didn't finish with a whole block!!\n");
|
|
}
|
|
}
|
|
|
|
InputDataLeft = 0;
|
|
}
|
|
}
|
|
else if ((AutoDMACtrl & (Index + 1)))
|
|
AutoDMACtrl |= ~3;
|
|
}
|
|
return retval;
|
|
}
|