forked from dolphin-emu/dolphin
		
	Is there no indication from the game when the screen refresh should occur? No, not what I could find, we currently calculate the refresh rate and m_VBeamPos from the CPU ticks progress. That works perfectly if the CPU and GPU is perfectly synced as in the single core and no-idle skipping mode. So I guess it's possible that the game doesn't indicate when the screen should be refreshed, but rather that the hardware calculate that from the CPU ticks progress. That leaves us with a problem in the dual core and idle skipping modes to calculate a CPU-GPU synced CPU ticks progress. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3447 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			174 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			174 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// This queue solution is temporary. I'll implement something more efficient later.
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#include <queue> // System
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#include "Thread.h" // Common
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#include "Mixer.h"
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#include "FixedSizeQueue.h"
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#include "AudioCommon.h"
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int CMixer::Mix(short *samples, int numSamples)
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{
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	if (! samples) {
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		Premix(NULL, 0);
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		return 0;
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	}
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	// silence
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	memset(samples, 0, numSamples * 2 * sizeof(short));
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	if (g_dspInitialize.pEmulatorState) {
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		if (*g_dspInitialize.pEmulatorState != 0)
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			return 0;
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	}
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	// first get the DTK Music
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	if (m_EnableDTKMusic) {
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		g_dspInitialize.pGetAudioStreaming(samples, numSamples);
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	}
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	Premix(samples, numSamples);
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	int count = 0;
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	push_sync.Enter();
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	while (m_queueSize > queue_minlength && count < numSamples * 2) 
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	{
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		int x = samples[count];
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		x += sample_queue.front();
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		if (x > 32767) x = 32767;
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		if (x < -32767) x = -32767;
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		samples[count++] = x;
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		sample_queue.pop();
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		x = samples[count];
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		x += sample_queue.front();
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		if (x > 32767) x = 32767;
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		if (x < -32767) x = -32767;
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		samples[count++] = x;
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		sample_queue.pop();
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		m_queueSize-=2;
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	}
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	push_sync.Leave();
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	return count;
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}
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void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample_rate)
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{
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	push_sync.Enter();
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	if (m_queueSize == 0)
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	{
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		m_queueSize = queue_minlength;
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		for (int i = 0; i < queue_minlength; i++)
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			sample_queue.push((s16)0);
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	}
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	push_sync.Leave();
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	static int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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	static int PV1r=0,PV2r=0,PV3r=0,PV4r=0;
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	static int acc=0;     
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#ifdef _WIN32
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	if (GetAsyncKeyState(VK_TAB))
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		return;
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#endif
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	// Write Other Audio
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	if (!m_throttle)
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		return;	
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	// -----------------------------------------------------------------------	
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	// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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	/* This is only needed for non-AX sound, currently directly
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	   streamed and DTK sound. For AX we call SoundStream::Update in
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	   AXTask() for example. */
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	while (m_queueSize > queue_maxlength / 2)
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	{
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		// Urgh.
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		if (g_dspInitialize.pEmulatorState) {
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			if (*g_dspInitialize.pEmulatorState != 0) 
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				return;
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		}
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		soundStream->Update();
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		Common::SleepCurrentThread(0);
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	}
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	// -----------------------------------------------------------------------
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	push_sync.Enter();
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	while (num_stereo_samples) {
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		acc += core_sample_rate;
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		while (num_stereo_samples && (acc >= 48000)) {
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			PV4l=PV3l;
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			PV3l=PV2l;
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			PV2l=PV1l;
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			PV1l=*(samples++); //32bit processing
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			PV4r=PV3r;
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			PV3r=PV2r;
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			PV2r=PV1r;
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			PV1r=*(samples++); //32bit processing
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			num_stereo_samples--;
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			acc-=48000;
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		}
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		// defaults to nearest
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		s32 DataL = PV1l;
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		s32 DataR = PV1r;
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		if (m_mode == 1) { //linear
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			DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
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			DataR = PV1r + ((PV2r - PV1r)*acc)/48000;
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		}
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		else if (m_mode == 2) {//cubic
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			s32 a0l = PV1l - PV2l - PV4l + PV3l;
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			s32 a0r = PV1r - PV2r - PV4r + PV3r;
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			s32 a1l = PV4l - PV3l - a0l;
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			s32 a1r = PV4r - PV3r - a0r;
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			s32 a2l = PV1l - PV4l;
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			s32 a2r = PV1r - PV4r;
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			s32 a3l = PV2l;
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			s32 a3r = PV2r;
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			s32 t0l = ((a0l    )*acc)/48000;
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			s32 t0r = ((a0r    )*acc)/48000;
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			s32 t1l = ((t0l+a1l)*acc)/48000;
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			s32 t1r = ((t0r+a1r)*acc)/48000;
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			s32 t2l = ((t1l+a2l)*acc)/48000;
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			s32 t2r = ((t1r+a2r)*acc)/48000;
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			s32 t3l = ((t2l+a3l));
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			s32 t3r = ((t2r+a3r));
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			DataL = t3l;
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			DataR = t3r;
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		}
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		int l = DataL, r = DataR;
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		if (l < -32767) l = -32767;
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		if (r < -32767) r = -32767;
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		if (l > 32767) l = 32767;
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		if (r > 32767) r = 32767;
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		sample_queue.push(l);
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		sample_queue.push(r);
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		m_queueSize += 2;
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	}
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	push_sync.Leave();
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}
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