bsnes/sfc/dsp/brr.cpp
Tim Allen 4e2eb23835 Update to v093 release.
byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
2013-08-18 13:21:14 +10:00

63 lines
1.5 KiB
C++

#ifdef DSP_CPP
void DSP::brr_decode(voice_t& v) {
//state.t_brr_byte = ram[v.brr_addr + v.brr_offset] cached from previous clock cycle
int nybbles = (state.t_brr_byte << 8) + smp.apuram[(uint16)(v.brr_addr + v.brr_offset + 1)];
const int filter = (state.t_brr_header >> 2) & 3;
const int scale = (state.t_brr_header >> 4);
//decode four samples
for(unsigned i = 0; i < 4; i++) {
//bits 12-15 = current nybble; sign extend, then shift right to 4-bit precision
//result: s = 4-bit sign-extended sample value
int s = (int16)nybbles >> 12;
nybbles <<= 4; //slide nybble so that on next loop iteration, bits 12-15 = current nybble
if(scale <= 12) {
s <<= scale;
s >>= 1;
} else {
s &= ~0x7ff;
}
//apply IIR filter (2 is the most commonly used)
const int p1 = v.buffer[v.buf_pos - 1];
const int p2 = v.buffer[v.buf_pos - 2] >> 1;
switch(filter) {
case 0:
break;
case 1:
//s += p1 * 0.46875
s += p1 >> 1;
s += (-p1) >> 5;
break;
case 2:
//s += p1 * 0.953125 - p2 * 0.46875
s += p1;
s -= p2;
s += p2 >> 4;
s += (p1 * -3) >> 6;
break;
case 3:
//s += p1 * 0.8984375 - p2 * 0.40625
s += p1;
s -= p2;
s += (p1 * -13) >> 7;
s += (p2 * 3) >> 4;
break;
}
//adjust and write sample
s = sclamp<16>(s);
s = (int16)(s << 1);
v.buffer.write(v.buf_pos++, s);
if(v.buf_pos >= brr_buf_size) v.buf_pos = 0;
}
}
#endif