/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2 * Developed and maintained by the Pcsx2 Development Team. * * Original portions from SPU2ghz are (c) 2008 by David Quintana [gigaherz] * * SPU2-X is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SPU2-X 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with SPU2-X. If not, see . */ #include "Global.h" __forceinline s32 V_Core::RevbGetIndexer(s32 offset) { u32 pos = ReverbX + offset; // Fast and simple single step wrapping, made possible by the preparation of the // effects buffer addresses. if (pos > EffectsEndA) { pos -= EffectsEndA + 1; pos += EffectsStartA; } assert(pos >= EffectsStartA && pos <= EffectsEndA); return pos; } void V_Core::Reverb_AdvanceBuffer() { if (RevBuffers.NeedsUpdated) UpdateEffectsBufferSize(); if ((Cycles & 1) && (EffectsBufferSize > 0)) { ReverbX += 1; if (ReverbX >= (u32)EffectsBufferSize) ReverbX = 0; } } ///////////////////////////////////////////////////////////////////////////////////////// StereoOut32 V_Core::DoReverb(const StereoOut32 &Input) { if (EffectsBufferSize <= 0) { return StereoOut32::Empty; } bool R = Cycles & 1; // Calculate the read/write addresses we'll be needing for this session of reverb. const u32 same_src = RevbGetIndexer(R ? RevBuffers.SAME_R_SRC : RevBuffers.SAME_L_SRC); const u32 same_dst = RevbGetIndexer(R ? RevBuffers.SAME_R_DST : RevBuffers.SAME_L_DST); const u32 same_prv = RevbGetIndexer(R ? RevBuffers.SAME_R_PRV : RevBuffers.SAME_L_PRV); const u32 diff_src = RevbGetIndexer(R ? RevBuffers.DIFF_L_SRC : RevBuffers.DIFF_R_SRC); const u32 diff_dst = RevbGetIndexer(R ? RevBuffers.DIFF_R_DST : RevBuffers.DIFF_L_DST); const u32 diff_prv = RevbGetIndexer(R ? RevBuffers.DIFF_R_PRV : RevBuffers.DIFF_L_PRV); const u32 comb1_src = RevbGetIndexer(R ? RevBuffers.COMB1_R_SRC : RevBuffers.COMB1_L_SRC); const u32 comb2_src = RevbGetIndexer(R ? RevBuffers.COMB2_R_SRC : RevBuffers.COMB2_L_SRC); const u32 comb3_src = RevbGetIndexer(R ? RevBuffers.COMB3_R_SRC : RevBuffers.COMB3_L_SRC); const u32 comb4_src = RevbGetIndexer(R ? RevBuffers.COMB4_R_SRC : RevBuffers.COMB4_L_SRC); const u32 apf1_src = RevbGetIndexer(R ? RevBuffers.APF1_R_SRC : RevBuffers.APF1_L_SRC); const u32 apf1_dst = RevbGetIndexer(R ? RevBuffers.APF1_R_DST : RevBuffers.APF1_L_DST); const u32 apf2_src = RevbGetIndexer(R ? RevBuffers.APF2_R_SRC : RevBuffers.APF2_L_SRC); const u32 apf2_dst = RevbGetIndexer(R ? RevBuffers.APF2_R_DST : RevBuffers.APF2_L_DST); // ----------------------------------------- // Optimized IRQ Testing ! // ----------------------------------------- // This test is enhanced by using the reverb effects area begin/end test as a // shortcut, since all buffer addresses are within that area. If the IRQA isn't // within that zone then the "bulk" of the test is skipped, so this should only // be a slowdown on a few evil games. for (int i = 0; i < 2; i++) { if (Cores[i].IRQEnable && ((Cores[i].IRQA >= EffectsStartA) && (Cores[i].IRQA <= EffectsEndA))) { if ((Cores[i].IRQA == same_src) || (Cores[i].IRQA == diff_src) || (Cores[i].IRQA == same_dst) || (Cores[i].IRQA == diff_dst) || (Cores[i].IRQA == same_prv) || (Cores[i].IRQA == diff_prv) || (Cores[i].IRQA == comb1_src) || (Cores[i].IRQA == comb2_src) || (Cores[i].IRQA == comb3_src) || (Cores[i].IRQA == comb4_src) || (Cores[i].IRQA == apf1_dst) || (Cores[i].IRQA == apf1_src) || (Cores[i].IRQA == apf2_dst) || (Cores[i].IRQA == apf2_src)) { //printf("Core %d IRQ Called (Reverb). IRQA = %x\n",i,addr); SetIrqCall(i); } } } // Reverb algorithm pretty much directly ripped from http://drhell.web.fc2.com/ps1/ // minus the 35 step FIR which just seems to break things. s32 in, same, diff, apf1, apf2, out; #define MUL(x, y) ((x) * (y) >> 15) in = MUL(R ? Revb.IN_COEF_R : Revb.IN_COEF_L, R ? Input.Right : Input.Left); same = MUL(Revb.IIR_VOL, in + MUL(Revb.WALL_VOL, _spu2mem[same_src]) - _spu2mem[same_prv]) + _spu2mem[same_prv]; diff = MUL(Revb.IIR_VOL, in + MUL(Revb.WALL_VOL, _spu2mem[diff_src]) - _spu2mem[diff_prv]) + _spu2mem[diff_prv]; out = MUL(Revb.COMB1_VOL, _spu2mem[comb1_src]) + MUL(Revb.COMB2_VOL, _spu2mem[comb2_src]) + MUL(Revb.COMB3_VOL, _spu2mem[comb3_src]) + MUL(Revb.COMB4_VOL, _spu2mem[comb4_src]); apf1 = out - MUL(Revb.APF1_VOL, _spu2mem[apf1_src]); out = _spu2mem[apf1_src] + MUL(Revb.APF1_VOL, apf1); apf2 = out - MUL(Revb.APF2_VOL, _spu2mem[apf2_src]); out = _spu2mem[apf2_src] + MUL(Revb.APF2_VOL, apf2); // According to no$psx the effects always run but don't always write back, see check in V_Core::Mix if (FxEnable) { _spu2mem[same_dst] = clamp_mix(same); _spu2mem[diff_dst] = clamp_mix(diff); _spu2mem[apf1_dst] = clamp_mix(apf1); _spu2mem[apf2_dst] = clamp_mix(apf2); } (R ? LastEffect.Right : LastEffect.Left) = -clamp_mix(out); return LastEffect; }