Commit graph

15917 commits

Author SHA1 Message Date
Pierre Bourdon
1807c113b5 Zelda HLE: Support both NTSC and PAL IPL.
Add a flag for UCodes that only have four non-Dolby mixing destinations
(instead of the standard six destinations).

NTSC IPL is still hopelessly broken.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
4ace79024d Zelda HLE: Add a missing mixing buffer used by GC IPL.
Not completely sure what it's used for yet, but TWW has references to it so
I'll get to it at some point.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8c85a8c8d9 Zelda HLE: Fix reverb in the GC IPL.
Adds a missing destination buffer, and support post-filtering.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
13ea54628d Zelda HLE: Add support for the light protocol.
Used by a few titles (Luigi's Mansion, Animal Crossing) as well as the GameCube
IPL/BIOS.

Note that the IPL does not work yet because it mixes to unknown buffers.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
c033395e28 Zelda HLE: Introduce behavior flags to handle UCode version differences.
MAKE_DOLBY_LOUDER solves some of the volume issues that were happening in Zelda
Twilight Princess and SMG1.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8b9b9f033a Zelda HLE: Fix and genericize PCM ARAM loading functions.
Now also handles PCM16, and works for longer sounds. SMG1 main menu outputs
some sensible audio now, though volume seems slightly off.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
0dc5a925b0 Zelda HLE: Add initial support for Wii DAC and SMG1.
SMG1 boots but quickly PanicAlerts due to an unimplemented sample source.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
ea1ac5f596 Zelda HLE: Add save state support.
Also fix an inconsistency in the spelling of "coeffs".
2015-08-14 16:01:30 +02:00
Pierre Bourdon
bfff0a72df Zelda HLE: Implement sample sources 4, 7, 11 and 12.
Just 4 different versions of the same sample source, using a different constant
pattern uploaded to the DSP during command 01.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
6c61ee6278 Zelda HLE: Initial support for Zelda Twilight Princess (GC)
Very close to the TWW version of the UCode, haven't determined any differences
yet (but I'm sure that will come soon). Works well enough to reach ingame
without any errors other than a few volume issues.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
b672788548 Zelda HLE: Skip command words that are not commands.
Zelda Twilight Princess (GC) seems to push null words into the command buffer.
The command handler in the UCode ignores initial command mails that do not have
the MSB set.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
9944731516 Zelda HLE: Add reverb emulation. 2015-08-14 16:01:29 +02:00
Pierre Bourdon
c58aece9ad Zelda HLE: Implement the PCM8 sample source.
Reorder some things in the source code to match the sample source definition
order. Add and remove some TODOs.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
58fd39d57a Zelda HLE: Value-initialize the std::arrays.
I was under the wrong impression that std::array's default constructor
performed value initialization. Turns out it does not, so an array of POD will
not be initialized.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
34341af17d Zelda HLE: Implement saw wave generation (sample source 0001).
Fixes issue 7961.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
91fade5e89 Zelda HLE: Properly implement the square wave generation.
Zelda TWW magic meter works properly now.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
63712e58fd Zelda HLE: Convert some ERROR_LOG to PanicAlert.
While these are not really unrecoverable errors, while Zelda HLE is in a
testing / development phase it is useful to notice these "unexpected" cases (or
expected without known ways to reproduce) by making them as hard as possible to
ignore.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
2bb3daf027 Zelda HLE: Implement square wave sample source.
Also fix Windows build.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
580fe12c5b Zelda HLE: Implement HQ AFC samples decoding. 2015-08-14 16:01:28 +02:00
Pierre Bourdon
33c29d8aab ZeldaHLE: fix windows build again 2015-08-14 16:01:28 +02:00
Pierre Bourdon
b62f1ed453 ZeldaHLE: fix windows build 2015-08-14 16:01:28 +02:00
Pierre Bourdon
e35b83fabf ZeldaHLE: Implement more infrastructure and one sample source.
Now renders some of the cutscene audio in Zelda TWW. Most of the work around
sample sources is in a good enough state, even though it is still missing
features like Dolby mixing, IIR, etc.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
d9188f1245 Zelda HLE: Rewrite the control flow.
Now accurate control flow for DAC. Voice rendering is not implemented yet, but
framing seems correct. Not expected to work for anything than DAC UCode games.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
d5e177d3f9 INIT UCode: reduce DSP initialization time
Push the mail at UCode boot time, not after the first update. This avoids a lot
of crazy busy-looping on the CPU side while waiting for the DSP to be
initialized.
2015-08-14 16:01:28 +02:00
Pierre Bourdon
a770cc0778 DSPHLE MailHandler: Synchronize reads and interrupts
This change is meant to solve the following problem: how to translate the
following snippet to DSPHLE:
    SendInterruptAndWaitRead(MAIL_A);
    SendAndWaitRead(MAIL_B);

    SendInterruptAndWaitRead(MAIL_C);

This should cause the following actions on the CPU side:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    ---> Woken up by interrupt
    Reads MAIL_C
    <---

But with the current DSPHLE mail support, the following would happen because
the "AndWaitRead" part is not supported:
    ---> Woken up by interrupt
    Reads MAIL_A
    Reads MAIL_B
    <--- Exits interrupt handler

    [Never gets the second interrupt since it was triggered at the same time as
    the first one! Misses MAIL_C.]

This changes fixes the issue by storing two values in the mail queue on the DSP
side: the value of the mail itself, and whether a read of that mail should
trigger a DSP interrupt. If nothing is in the queue yet and an interrupt is
requested, just trigger the interrupt. In the present example, the queue will
look like this:
    Mail value       Interrupt requested
     MAIL_A                  No           <-- Interrupt was triggered when
                                              pushing the mail to the queue.
     MAIL_B                  Yes
     MAIL_C                  No

When the CPU will read MAIL_B, this will cause MailHandler to trigger the
interrupt, which will be handled by the CPU when coming back from the exception
handler. MAIL_C is then successfully read.
2015-08-14 16:01:27 +02:00
Pierre Bourdon
8f3302419b ZeldaHLE: Rip out more code, only keep normal version support and one CRC 2015-08-14 15:21:08 +02:00
Pierre Bourdon
22ec258194 ZeldaHLE: Rip out the whole voice processing code. Still boots games, but no sound at all. 2015-08-14 15:20:29 +02:00
Pierre Bourdon
a92727e862 DSPHLE: Add a config parameter to dump UCode to disk 2015-08-14 15:19:57 +02:00
Tillmann Karras
f9129c0e08 Jit64: use BMI1's ANDN for andcx 2015-08-14 05:51:31 +02:00
degasus
4ef2962055 JitArm64: optimize addzex
So on the general case, we don't need a tempory register.
2015-08-13 13:40:53 +02:00
degasus
f7fa22a053 JitArm64: fix addzex
CMP don't update the carry flag, so we have to use an addition.
2015-08-13 13:36:21 +02:00
degasus
de3ce74b48 JitArm64: disable addzex 2015-08-13 12:22:48 +02:00
degasus
b9f5bfb2bd JitArm64: zero extend RC for cmpli
Patch written by HdkR
2015-08-13 12:22:48 +02:00
Markus Wick
4c5fec4772 Merge pull request #2838 from Sonicadvance1/fix_gles_xfb
[GLES] Fix real XFB.
2015-08-13 08:29:42 +02:00
Ryan Houdek
c80e3089c8 [GLES] Fix real XFB.
GLES doesn't support the BGRA texture format type, just use RGBA.
2015-08-12 17:32:05 -05:00
Markus Wick
40818c4aad Merge pull request #2835 from degasus/master
Wiimotes: Initialize all atomic<bool> globally.
2015-08-12 21:14:04 +02:00
shuffle2
90e05f7bea Merge pull request #2832 from zeroZshadow/master
Properly scan for OpenVPN TAP adapters
2015-08-12 10:56:50 -07:00
Rohit Nirmal
703892e845 Fix building with PCH disabled. 2015-08-12 12:01:17 -05:00
degasus
6b9eba5761 Wiimotes: Initialize all atomic<bool> globally.
This fixes an issue with broken real wiimotes on linux.
2015-08-12 18:39:38 +02:00
Lioncash
2c3025e8af Merge pull request #2822 from aserna3/master
Specified the type of AA in OGL AA settings
2015-08-12 01:35:22 -04:00
zeroZshadow
7ed894484e Added for loop end condition 2015-08-12 01:18:27 +02:00
zeroZshadow
8e33891593 Properly scan for OpenVPN TAP adapters
Handle errors correctly in SendFrame
2015-08-11 23:34:49 +02:00
Moncef Mechri
333f998123 Don't busy wait in the audio thread (ALSA)
When the emulation is paused and the ALSA backend is used, make the audio
thread wait on a condition variable instead of busy-waiting. This commit
fixes bug #7729

Since the ALSA API is not thread-safe, calls to snd_pcm_drop() and snd_pcm_prepare()
in AlsaSound::Clear() are protected by the same mutex as the condition variable in AlsaSound::SoundLoop()
to make sure that we do not call these functions while a call to
snd_pcm_writei() is ongoing.
2015-08-11 03:54:54 +02:00
Moncef Mechri
a0c5247743 Initialize ALSA before starting the audio thread
This fixes a race condition:

Before this commit, there was a race condition when starting a game:

Core::EmuThread(), after having started (but not necessarily completed)
the initialization of the audio thread, calls Core::SetState() which calls
CCPU::EnableStepping(), which in turns calls AudioCommon::ClearAudioBuffer().

This means that SoundStream::Clear() can be called before
AlsaSound::AlsaInit() has completed.
2015-08-11 03:54:54 +02:00
Lioncash
144ea9f4aa Arm64Emitter: Fix encoding of '2-reg misc' variant of FCMEQ 2015-08-10 19:48:36 -04:00
Tillmann Karras
0e725c0860 USBGecko: don't needlessly call StringFromFormat() 2015-08-10 12:33:49 +02:00
Markus Wick
e297e3e666 Merge pull request #2825 from lioncash/log
AudioCommon: Log to AUDIO, not DSPHLE
2015-08-10 10:25:51 +02:00
Moncef Mechri
8b767a1189 Use dummy audio backend if the selected backend fails to start
If the selected audio backend fails to Start() (which could happen for
example if there is no audio device), we currently still use the backend
anyway. This can lead to crashes on some platforms (such as Windows) and
is outright wrong anyway.

This commit fallbacks to the Null audio backend if the selected backend
couldn't be started.

This fixes bug #6001
2015-08-10 03:46:45 +02:00
Lioncash
4c6930d36c AudioCommon: Remove unused code from XAudio streams 2015-08-09 21:37:34 -04:00
Lioncash
3f78d74fc1 AudioCommon: Log to AUDIO, not DSPHLE
This code is not related to DSPHLE.
2015-08-09 21:36:03 -04:00