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This represents a major code restructuring. The dot-based and scanline-based renderers are now split into two separate core libraries, asnes and bsnes. For now at least, these are -internal- names. I'm not entirely decided on how I'm going to handle releasing these two separate builds. Regardless, the folders need names. asnes has had all of the processor subfolders collapsed back into their parent folders. In other words, ppu's functions were moved into ppu/sppu, and then ppu was deleted, and then ppu/sppu became the new ppu. Repeat this for the cpu, smp and dsp and there you go. asnes/dsp also removed the DSP_STATE_MACHINE option. This was done for the sake of consistency with the rest of the core. asnes' debugger mode is currently extremely broken, but I will be fixing it in time. And for now, bsnes has kept the processor abstraction layer. I may keep it around, not sure yet. It doesn't hurt speed or anything, so I'm not too worried about making a decision right away. I may throw snesfilter, snesreader and supergameboy into this folder, just to have everything in one place. The alternate GUI forks are definitely going in there as dotnet, cocoa and python. Compiled output goes to the out/ folder now, to prevent conflicts with a file and folder named bsnes, for instance.
174 lines
4 KiB
C++
174 lines
4 KiB
C++
#ifdef DSP_CPP
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inline void DSP::voice_output(voice_t &v, bool channel) {
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//apply left/right volume
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int amp = (state.t_output * (int8)VREG(voll + channel)) >> 7;
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//add to output total
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state.t_main_out[channel] += amp;
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state.t_main_out[channel] = sclamp<16>(state.t_main_out[channel]);
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//optionally add to echo total
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if(state.t_eon & v.vbit) {
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state.t_echo_out[channel] += amp;
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state.t_echo_out[channel] = sclamp<16>(state.t_echo_out[channel]);
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}
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}
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void DSP::voice_1(voice_t &v) {
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state.t_dir_addr = (state.t_dir << 8) + (state.t_srcn << 2);
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state.t_srcn = VREG(srcn);
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}
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void DSP::voice_2(voice_t &v) {
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//read sample pointer (ignored if not needed)
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uint16 addr = state.t_dir_addr;
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if(!v.kon_delay) addr += 2;
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uint8 lo = memory::apuram[(uint16)(addr + 0)];
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uint8 hi = memory::apuram[(uint16)(addr + 1)];
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state.t_brr_next_addr = ((hi << 8) + lo);
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state.t_adsr0 = VREG(adsr0);
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//read pitch, spread over two clocks
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state.t_pitch = VREG(pitchl);
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}
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void DSP::voice_3(voice_t &v) {
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voice_3a(v);
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voice_3b(v);
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voice_3c(v);
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}
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void DSP::voice_3a(voice_t &v) {
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state.t_pitch += (VREG(pitchh) & 0x3f) << 8;
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}
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void DSP::voice_3b(voice_t &v) {
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state.t_brr_byte = memory::apuram[(uint16)(v.brr_addr + v.brr_offset)];
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state.t_brr_header = memory::apuram[(uint16)(v.brr_addr)];
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}
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void DSP::voice_3c(voice_t &v) {
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//pitch modulation using previous voice's output
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if(state.t_pmon & v.vbit) {
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state.t_pitch += ((state.t_output >> 5) * state.t_pitch) >> 10;
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}
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if(v.kon_delay) {
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//get ready to start BRR decoding on next sample
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if(v.kon_delay == 5) {
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v.brr_addr = state.t_brr_next_addr;
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v.brr_offset = 1;
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v.buf_pos = 0;
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state.t_brr_header = 0; //header is ignored on this sample
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}
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//envelope is never run during KON
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v.env = 0;
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v.hidden_env = 0;
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//disable BRR decoding until last three samples
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v.interp_pos = 0;
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v.kon_delay--;
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if(v.kon_delay & 3) v.interp_pos = 0x4000;
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//pitch is never added during KON
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state.t_pitch = 0;
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}
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//gaussian interpolation
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int output = gaussian_interpolate(v);
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//noise
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if(state.t_non & v.vbit) {
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output = (int16)(state.noise << 1);
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}
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//apply envelope
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state.t_output = ((output * v.env) >> 11) & ~1;
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v.t_envx_out = v.env >> 4;
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//immediate silence due to end of sample or soft reset
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if(REG(flg) & 0x80 || (state.t_brr_header & 3) == 1) {
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v.env_mode = env_release;
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v.env = 0;
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}
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if(state.every_other_sample) {
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//KOFF
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if(state.t_koff & v.vbit) {
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v.env_mode = env_release;
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}
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//KON
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if(state.kon & v.vbit) {
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v.kon_delay = 5;
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v.env_mode = env_attack;
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}
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}
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//run envelope for next sample
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if(!v.kon_delay) envelope_run(v);
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}
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void DSP::voice_4(voice_t &v) {
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//decode BRR
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state.t_looped = 0;
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if(v.interp_pos >= 0x4000) {
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brr_decode(v);
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v.brr_offset += 2;
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if(v.brr_offset >= 9) {
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//start decoding next BRR block
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v.brr_addr = (uint16)(v.brr_addr + 9);
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if(state.t_brr_header & 1) {
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v.brr_addr = state.t_brr_next_addr;
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state.t_looped = v.vbit;
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}
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v.brr_offset = 1;
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}
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}
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//apply pitch
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v.interp_pos = (v.interp_pos & 0x3fff) + state.t_pitch;
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//keep from getting too far ahead (when using pitch modulation)
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if(v.interp_pos > 0x7fff) v.interp_pos = 0x7fff;
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//output left
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voice_output(v, 0);
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}
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void DSP::voice_5(voice_t &v) {
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//output right
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voice_output(v, 1);
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//ENDX, OUTX and ENVX won't update if you wrote to them 1-2 clocks earlier
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state.endx_buf = REG(endx) | state.t_looped;
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//clear bit in ENDX if KON just began
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if(v.kon_delay == 5) state.endx_buf &= ~v.vbit;
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}
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void DSP::voice_6(voice_t &v) {
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state.outx_buf = state.t_output >> 8;
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}
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void DSP::voice_7(voice_t &v) {
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//update ENDX
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REG(endx) = (uint8)state.endx_buf;
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state.envx_buf = v.t_envx_out;
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}
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void DSP::voice_8(voice_t &v) {
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//update OUTX
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VREG(outx) = (uint8)state.outx_buf;
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}
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void DSP::voice_9(voice_t &v) {
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//update ENVX
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VREG(envx) = (uint8)state.envx_buf;
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}
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#endif
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