dolphin/Source/Plugins/Plugin_DSP_LLE/Src/Globals.cpp
ayuanx 9eea60ca69 Sound System Rework: Phase 2
. Performance boost
  (Completely non-blocking between Sound thread and CPU thread, in the meantime keeping them thread safe)

. Both 32KHz & 48KHz sound can be handled properly now
  (But up-sampling is still not implemented, and I don't think any game requires it.)

. Strategy adjustment
  When your PC is *NOT* capable to run the game at 100%:
  >> DSound    Could yield more fluent sound than OpenAL sometimes, but you will lose the sync between video & audio (since audio is played before video to guarantee fluency)
  >> OpenAL    Ensures video & audio are always sync'ed, but sound could be intermittent(to let slow video catch up)

. Changed default frame limit to: Auto
  (Somehow this can dramatically decrease the chance of wiimote desync in game NSMB)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4724 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-12-23 15:34:14 +00:00

91 lines
2 KiB
C++

// Copyright (C) 2003 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> // I hope this doesn't break anything
#include <stdio.h>
#include <stdarg.h>
#include "Common.h" // for Common::swap
#include "DSPCore.h"
#include "Globals.h"
// =======================================================================================
// For PB address detection
// --------------
// This will only work on GC, not Wii.
u32 RAM_MASK = 0x1FFFFFF;
u16 Memory_Read_U16(u32 _uAddress)
{
return Common::swap16(*(u16*)&g_dsp.cpu_ram[_uAddress & RAM_MASK]);
}
u32 Memory_Read_U32(u32 _uAddress)
{
return Common::swap32(*(u32*)&g_dsp.cpu_ram[_uAddress & RAM_MASK]);
}
void* Memory_Get_Pointer(u32 _uAddress)
{
return &g_dsp.cpu_ram[_uAddress & RAM_MASK];
}
#if PROFILE
#define PROFILE_MAP_SIZE 0x10000
u64 g_profileMap[PROFILE_MAP_SIZE];
bool g_profile = false;
void ProfilerStart()
{
g_profile = true;
}
void ProfilerAddDelta(int _addr, int _delta)
{
if (g_profile)
{
g_profileMap[_addr] += _delta;
}
}
void ProfilerInit()
{
memset(g_profileMap, 0, sizeof(g_profileMap));
}
void ProfilerDump(u64 count)
{
FILE* pFile = fopen("DSP_Prof.txt", "wt");
if (pFile != NULL)
{
fprintf(pFile, "Number of DSP steps: %llu\n\n", count);
for (int i=0; i<PROFILE_MAP_SIZE;i++)
{
if (g_profileMap[i] > 0)
{
fprintf(pFile, "0x%04X: %llu\n", i, g_profileMap[i]);
}
}
fclose(pFile);
}
}
#endif