dolphin/Source/Plugins/Plugin_DSP_HLE/Src/main.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <iostream>
#include "Globals.h" // Local
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigDlg.h"
#include "Debugger/File.h" // For file logging
#include "Debugger/Debugger.h" // For the CDebugger class
CDebugger* m_frame = NULL;
#endif
#include "ConsoleWindow.h" // Common: For the Windows console
#include "ChunkFile.h"
#include "WaveFile.h"
#include "PCHW/Mixer.h"
#include "DSPHandler.h"
#include "Config.h"
#include "Setup.h"
#include "StringUtil.h"
#include "PCHW/AOSoundStream.h"
#include "PCHW/DSoundStream.h"
#include "PCHW/NullSoundStream.h"
// Declarations and definitions
DSPInitialize g_dspInitialize;
u8* g_pMemory;
extern std::vector<std::string> sMailLog, sMailTime;
std::string gpName;
SoundStream *soundStream = NULL;
// Set this if you want to log audio. search for log_ai in this file to see the filename.
bool log_ai = false;
WaveFileWriter g_wave_writer;
// Mailbox utility
struct DSPState
{
u32 CPUMailbox;
bool CPUMailbox_Written[2];
u32 DSPMailbox;
bool DSPMailbox_Read[2];
DSPState()
{
CPUMailbox = 0x00000000;
CPUMailbox_Written[0] = false;
CPUMailbox_Written[1] = false;
DSPMailbox = 0x00000000;
DSPMailbox_Read[0] = true;
DSPMailbox_Read[1] = true;
}
};
DSPState g_dspState;
// wxWidgets: Create the wxApp
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
// DllMain
#ifdef _WIN32
HINSTANCE g_hInstance = NULL;
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
// more stuff wx needs
wxSetInstance((HINSTANCE)hinstDLL);
int argc = 0;
char **argv = NULL;
wxEntryStart(argc, argv);
// This is for ?
if ( !wxTheApp || !wxTheApp->CallOnInit() )
return FALSE;
}
break;
case DLL_PROCESS_DETACH:
wxEntryCleanup(); // use this or get a crash
break;
default:
break;
}
g_hInstance = hinstDLL;
return(TRUE);
}
#endif
// Open and close console
void OpenConsole()
{
#if defined (_WIN32)
Console::Open(155, 100, "Sound Debugging"); // give room for 100 rows
Console::Print("OpenConsole > Console opened\n");
MoveWindow(Console::GetHwnd(), 0,400, 1280,550, true); // move window, TODO: make this
// adjustable from the debugging window
#endif
}
void CloseConsole()
{
#if defined (_WIN32)
FreeConsole();
#endif
}
// Exported fuctions
// Create debugging window - We could use use wxWindow win; new CDebugger(win) like nJoy but I don't
// know why it would be better. - There's a lockup problem with ShowModal(), but Show() doesn't work
// because then DLL_PROCESS_DETACH is called immediately after DLL_PROCESS_ATTACH.
void DllDebugger(HWND _hParent, bool Show)
{
#if defined(HAVE_WX) && HAVE_WX
if (m_frame && Show) // if we have created it, let us show it again
{
m_frame->DoShow();
}
else if (!m_frame && Show)
{
m_frame = new CDebugger(NULL);
m_frame->Show();
}
else if (m_frame && !Show)
{
m_frame->DoHide();
}
#endif
}
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_DSP;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "Dolphin DSP-HLE Plugin (DebugFast) ");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "Dolphin DSP-HLE Plugin ");
#else
sprintf(_PluginInfo ->Name, "Dolphin DSP-HLE Plugin (Debug) ");
#endif
#endif
}
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
}
void DllConfig(HWND _hParent)
{
#if defined(HAVE_WX) && HAVE_WX
// (shuffle2) TODO: reparent dlg with DolphinApp
ConfigDialog dlg(NULL);
// Add avaliable output options
if (DSound::isValid())
dlg.AddBackend("DSound");
if (AOSound::isValid())
dlg.AddBackend("AOSound");
dlg.AddBackend("NullSound");
// Show the window
dlg.ShowModal();
#endif
}
void Initialize(void *init)
{
//Console::Open(80, 5000);
g_dspInitialize = *(DSPInitialize*)init;
g_Config.Load();
g_pMemory = g_dspInitialize.pGetMemoryPointer(0);
#if defined(_DEBUG) || defined(DEBUGFAST)
gpName = g_dspInitialize.pName(); // save the game name globally
for (u32 i = 0; i < gpName.length(); ++i) // and fix it
{
fprintf(stderr,"%c", gpName[i]);
std::cout << gpName[i];
if (gpName[i] == ':') gpName[i] = ' ';
}
fprintf(stderr, "\n");
#endif
CDSPHandler::CreateInstance();
if (g_Config.sBackend == "DSound")
{
if (DSound::isValid())
soundStream = new DSound(48000, Mixer, g_dspInitialize.hWnd);
}
else if (g_Config.sBackend == "AOSound")
{
if (AOSound::isValid())
soundStream = new AOSound(48000, Mixer);
}
else if (g_Config.sBackend == "NullSound")
{
soundStream = new NullSound(48000, Mixer_MixUCode);
}
else
{
PanicAlert("Cannot recognize backend %s", g_Config.sBackend);
return;
}
#if defined(WIN32) && defined(_DEBUG)
int tmpflag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
tmpflag |= _CRTDBG_DELAY_FREE_MEM_DF;
_CrtSetDbgFlag(tmpflag);
#endif
if (soundStream)
{
if (!soundStream->Start())
{
PanicAlert("Could not initialize backend %s, falling back to NULL",
g_Config.sBackend);
delete soundStream;
soundStream = new NullSound(48000, Mixer);
soundStream->Start();
}
}
else
{
PanicAlert("Sound backend %s is not valid, falling back to NULL",
g_Config.sBackend);
delete soundStream;
soundStream = new NullSound(48000, Mixer);
soundStream->Start();
}
// Start the sound recording
if (log_ai)
{
g_wave_writer.Start("ai_log.wav");
g_wave_writer.SetSkipSilence(false);
}
}
void DSP_StopSoundStream()
{
if (!soundStream)
PanicAlert("Can't stop non running SoundStream!");
soundStream->Stop();
delete soundStream;
soundStream = NULL;
}
void Shutdown()
{
// Check that soundstream already is stopped.
if (soundStream)
PanicAlert("SoundStream alive in DSP::Shutdown!");
// Stop the sound recording
if (log_ai)
g_wave_writer.Stop();
// Delete the UCodes
CDSPHandler::Destroy();
#if defined(HAVE_WX) && HAVE_WX
// Reset mails
if (m_frame)
{
sMailLog.clear();
sMailTime.clear();
m_frame->sMail.clear();
m_frame->sMailEnd.clear();
}
#endif
}
void DoState(unsigned char **ptr, int mode)
{
PointerWrap p(ptr, mode);
}
////////////////////////////////////////////////////////////////////////////////////////
// Mailbox fuctions
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
unsigned short DSP_ReadMailboxHigh(bool _CPUMailbox)
{
if (_CPUMailbox)
{
return (g_dspState.CPUMailbox >> 16) & 0xFFFF;
}
else
{
return CDSPHandler::GetInstance().AccessMailHandler().ReadDSPMailboxHigh();
}
}
unsigned short DSP_ReadMailboxLow(bool _CPUMailbox)
{
if (_CPUMailbox)
{
return g_dspState.CPUMailbox & 0xFFFF;
}
else
{
return CDSPHandler::GetInstance().AccessMailHandler().ReadDSPMailboxLow();
}
}
void Update_DSP_WriteRegister()
{
// check if the whole message is complete and if we can send it
if (g_dspState.CPUMailbox_Written[0] && g_dspState.CPUMailbox_Written[1])
{
CDSPHandler::GetInstance().SendMailToDSP(g_dspState.CPUMailbox);
g_dspState.CPUMailbox_Written[0] = g_dspState.CPUMailbox_Written[1] = false;
g_dspState.CPUMailbox = 0; // Mail sent so clear it to show that it is progressed
}
}
void DSP_WriteMailboxHigh(bool _CPUMailbox, unsigned short _Value)
{
if (_CPUMailbox)
{
g_dspState.CPUMailbox = (g_dspState.CPUMailbox & 0xFFFF) | (_Value << 16);
g_dspState.CPUMailbox_Written[0] = true;
Update_DSP_WriteRegister();
}
else
{
PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
}
}
void DSP_WriteMailboxLow(bool _CPUMailbox, unsigned short _Value)
{
if (_CPUMailbox)
{
g_dspState.CPUMailbox = (g_dspState.CPUMailbox & 0xFFFF0000) | _Value;
g_dspState.CPUMailbox_Written[1] = true;
Update_DSP_WriteRegister();
}
else
{
PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
}
}
/////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
// Other DSP fuctions
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
unsigned short DSP_WriteControlRegister(unsigned short _Value)
{
return CDSPHandler::GetInstance().WriteControlRegister(_Value);
}
unsigned short DSP_ReadControlRegister()
{
return CDSPHandler::GetInstance().ReadControlRegister();
}
void DSP_Update(int cycles)
{
CDSPHandler::GetInstance().Update();
}
/* Other Audio will pass through here. The kind of audio that sometimes are used together with pre-drawn
movies. This audio can be disabled further inside Mixer_PushSamples(), the reason that we don't disable
this entire function when Other Audio is disabled is that then we can't turn it back on again once the
game has started. */
void DSP_SendAIBuffer(unsigned int address, int sample_rate)
{
// TODO: This is not yet fully threadsafe.
if (!soundStream) {
return;
}
if (soundStream->usesMixer())
{
short samples[16] = {0}; // interleaved stereo
if (address)
{
for (int i = 0; i < 16; i++)
{
samples[i] = Memory_Read_U16(address + i * 2);
}
// Write the audio to a file
if (log_ai)
g_wave_writer.AddStereoSamples(samples, 8);
}
Mixer_PushSamples(samples, 32 / 4, sample_rate);
}
// SoundStream is updated only when necessary (there is no 70 ms limit
// so each sample now triggers the sound stream)
// TODO: think about this.
static int counter = 0;
counter++;
if ((counter & 31) == 0 && soundStream)
soundStream->Update();
}
/////////////////////////////////////