#define _IN_SPU
#include "externals.h"
+#include "registers.h"
#include "cfg.h"
#include "dsoundoss.h"
#include "regs.h"
unsigned long dwNewChannel=0; // flags for faster testing, if new channel starts
unsigned long dwChannelOn=0;
+unsigned long dwPendingChanOff=0;
void (CALLBACK *irqCallback)(void)=0; // func of main emu, called on spu irq
void (CALLBACK *cddavCallback)(unsigned short,unsigned short)=0;
return fa;
}
+static void do_irq(void)
+{
+ if(!(spuStat & STAT_IRQ))
+ {
+ spuStat |= STAT_IRQ;
+ if(irqCallback) irqCallback();
+ }
+}
+
static int decode_block(int ch)
{
unsigned char *start;
s_chan[ch].iSBPos=0;
start=s_chan[ch].pCurr; // set up the current pos
- if (start == (unsigned char*)-1) // special "stop" sign
+ if(start == (unsigned char*)-1 || // special "stop" sign
+ (dwPendingChanOff&(1<<ch)))
{
dwChannelOn&=~(1<<ch); // -> turn everything off
+ dwPendingChanOff&=~(1<<ch);
s_chan[ch].bStop=1;
s_chan[ch].ADSRX.EnvelopeVol=0;
return 0; // -> and done for this channel
}
- //////////////////////////////////////////// spu irq handler here? mmm... do it later
+ //////////////////////////////////////////// irq check
+
+ if(spuCtrl&CTRL_IRQ)
+ {
+ if(pSpuIrq == start) // irq address reached?
+ {
+ do_irq(); // -> call main emu
+ ret = 1;
+ }
+ }
s_1=s_chan[ch].s_1;
s_2=s_chan[ch].s_2;
s_chan[ch].SB[nSample++]=fa;
}
- //////////////////////////////////////////// irq check
-
- if(irqCallback && (spuCtrl&0x40)) // some callback and irq active?
- {
- if((pSpuIrq > start-16 && // irq address reached?
- pSpuIrq <= start) ||
- ((flags&1) && // special: irq on looping addr, when stop/loop flag is set
- (pSpuIrq > s_chan[ch].pLoop-16 &&
- pSpuIrq <= s_chan[ch].pLoop)))
- {
- irqCallback(); // -> call main emu
- ret = 1;
- }
- }
-
//////////////////////////////////////////// flag handler
if((flags&4) && (!s_chan[ch].bIgnoreLoop))
if(flags&1) // 1: stop/loop
{
- // We play this block out first...
- //if(!(flags&2)) // 1+2: do loop... otherwise: stop
- if(flags!=3 && flags!=7) // PETE: if we don't check exactly for 3, loop hang ups will happen (DQ4, for example)
- {
- start = (unsigned char*)-1;
- }
- else
- {
- start = s_chan[ch].pLoop;
- }
+ if(!(flags&2))
+ dwPendingChanOff|=1<<ch;
+
+ start = s_chan[ch].pLoop;
}
if (start - spuMemC >= 0x80000)
}
}
+ // advance "stopped" channels that can cause irqs
+ // (all chans are always playing on the real thing..)
+ if(!bIRQReturn && (spuCtrl&CTRL_IRQ))
+ for(ch=0;ch<MAXCHAN;ch++)
+ {
+ if(dwChannelOn&(1<<ch)) continue; // already handled
+ if(s_chan[ch].pCurr == (unsigned char *)-1)
+ continue;
+ if(s_chan[ch].pCurr > pSpuIrq && s_chan[ch].pLoop > pSpuIrq)
+ continue;
+
+ if(s_chan[ch].iActFreq!=s_chan[ch].iUsedFreq) // new psx frequency?
+ VoiceChangeFrequency(ch);
+
+ s_chan[ch].spos += s_chan[ch].sinc * NSSIZE;
+ while(s_chan[ch].spos >= 28 * 0x10000)
+ {
+ unsigned char *start=s_chan[ch].pCurr;
+ int flags = start[1];
+
+ // Tron Bonne hack, probably wrong (could be wrong memory contents..)
+ if(flags & ~7) flags = 0;
+
+ if(start == pSpuIrq)
+ {
+ do_irq();
+ bIRQReturn = 1;
+ }
+ else if((flags & 1) && start == s_chan[ch].pLoop)
+ {
+ // looping on self
+ s_chan[ch].pCurr=(unsigned char *)-1;
+ break;
+ }
+
+ if((flags&4) && !s_chan[ch].bIgnoreLoop)
+ s_chan[ch].pLoop=start;
+
+ s_chan[ch].pCurr += 16;
+
+ if(flags & 1)
+ s_chan[ch].pCurr = s_chan[ch].pLoop;
+
+ s_chan[ch].spos -= 28 * 0x10000;
+ }
+ }
+
if(bIRQReturn && iSPUIRQWait) // special return for "spu irq - wait for cpu action"
{
iSpuAsyncWait=1;
// an IRQ. Only problem: the "wait for cpu" option is kinda hard to do here
// in some of Peops timer modes. So: we ignore this option here (for now).
- if(pMixIrq && irqCallback)
+ if(pMixIrq)
{
for(ns=0;ns<NSSIZE;ns++)
{
for(ch=0;ch<4;ch++)
{
if(pSpuIrq>=pMixIrq+(ch*0x400) && pSpuIrq<pMixIrq+(ch*0x400)+2)
- irqCallback();
+ do_irq();
}
}
pMixIrq+=2;if(pMixIrq>spuMemC+0x3ff) pMixIrq=spuMemC;