view src/audio/dc/SDL_dcaudio.c @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 99210400e8b9
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library 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 Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library 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 this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org

*/
#include "SDL_config.h"

/* Output dreamcast aica */

#include "SDL_timer.h"
#include "SDL_audio.h"
#include "../SDL_audiomem.h"
#include "../SDL_audio_c.h"
#include "SDL_dcaudio.h"

#include "aica.h"
#include <dc/spu.h>

#define	SPU_RAM_BASE	0xa0800000

static void
spu_memload_stereo8(int leftpos, int rightpos, void *src0, size_t size)
{
    uint8 *src = src0;
    uint32 *left = (uint32 *) (leftpos + SPU_RAM_BASE);
    uint32 *right = (uint32 *) (rightpos + SPU_RAM_BASE);
    size = (size + 7) / 8;
    while (size--) {
        unsigned lval, rval;
        lval = *src++;
        rval = *src++;
        lval |= (*src++) << 8;
        rval |= (*src++) << 8;
        lval |= (*src++) << 16;
        rval |= (*src++) << 16;
        lval |= (*src++) << 24;
        rval |= (*src++) << 24;
        g2_write_32(left++, lval);
        g2_write_32(right++, rval);
        g2_fifo_wait();
    }
}

static void
spu_memload_stereo16(int leftpos, int rightpos, void *src0, size_t size)
{
    uint16 *src = src0;
    uint32 *left = (uint32 *) (leftpos + SPU_RAM_BASE);
    uint32 *right = (uint32 *) (rightpos + SPU_RAM_BASE);
    size = (size + 7) / 8;
    while (size--) {
        unsigned lval, rval;
        lval = *src++;
        rval = *src++;
        lval |= (*src++) << 16;
        rval |= (*src++) << 16;
        g2_write_32(left++, lval);
        g2_write_32(right++, rval);
        g2_fifo_wait();
    }
}

static void
DCAUD_PlayDevice(_THIS)
{
    SDL_AudioSpec *spec = &this->spec;
    unsigned int offset;

    if (this->hidden->playing) {
        /* wait */
        while (aica_get_pos(0) / spec->samples == this->hidden->nextbuf) {
            thd_pass();
        }
    }

    offset = this->hidden->nextbuf * spec->size;
    this->hidden->nextbuf ^= 1;
    /* Write the audio data, checking for EAGAIN on broken audio drivers */
    if (spec->channels == 1) {
        spu_memload(this->hidden->leftpos + offset, this->hidden->mixbuf,
                    this->hidden->mixlen);
    } else {
        offset /= 2;
        if ((this->spec.format & 255) == 8) {
            spu_memload_stereo8(this->hidden->leftpos + offset,
                                this->hidden->rightpos + offset,
                                this->hidden->mixbuf, this->hidden->mixlen);
        } else {
            spu_memload_stereo16(this->hidden->leftpos + offset,
                                 this->hidden->rightpos + offset,
                                 this->hidden->mixbuf, this->hidden->mixlen);
        }
    }

    if (!this->hidden->playing) {
        int mode;
        this->hidden->playing = 1;
        mode = (spec->format == AUDIO_S8) ? SM_8BIT : SM_16BIT;
        if (spec->channels == 1) {
            aica_play(0, mode, this->hidden->leftpos, 0,
                      spec->samples * 2, spec->freq, 255, 128, 1);
        } else {
            aica_play(0, mode, this->hidden->leftpos, 0,
                      spec->samples * 2, spec->freq, 255, 0, 1);
            aica_play(1, mode, this->hidden->rightpos, 0,
                      spec->samples * 2, spec->freq, 255, 255, 1);
        }
    }
}

static Uint8 *
DCAUD_GetDeviceBuf(_THIS)
{
    return (this->hidden->mixbuf);
}

/* This function waits until it is possible to write a full sound buffer */
static void
DCAUD_WaitDevice(_THIS)
{
    if (this->hidden->playing) {
        /* wait */
        while (aica_get_pos(0) / this->spec.samples == this->hidden->nextbuf) {
            thd_pass();
        }
    }
}

static void
DCAUD_CloseDevice(_THIS)
{
    if (this->hidden != NULL) {
        aica_stop(0);
        if (this->spec.channels == 2) {
            aica_stop(1);
        }
        if (this->hidden->mixbuf != NULL) {
            SDL_FreeAudioMem(this->hidden->mixbuf);
            this->hidden->mixbuf = NULL;
        }
        SDL_free(this->hidden);
        this->hidden = NULL;

        /* !!! FIXME: is there a reverse of spu_init()? */
    }
}

static int
DCAUD_OpenDevice(_THIS, SDL_AudioSpec * spec)
{
    SDL_AudioFormat test_format = SDL_FirstAudioFormat(spec->format);
    int valid_datatype = 0;

    /* Initialize all variables that we clean on shutdown */
    this->hidden = (struct SDL_PrivateAudioData *)
        SDL_malloc((sizeof *this->hidden));
    if (this->hidden == NULL) {
        SDL_OutOfMemory();
        return 0;
    }
    SDL_memset(this->hidden, 0, (sizeof *this->hidden));

    spu_init();

    while ((!valid_datatype) && (test_format)) {
        spec->format = test_format;
        switch (test_format) {
            /* only formats Dreamcast accepts... */
        case AUDIO_S8:
        case AUDIO_S16LSB:
            valid_datatype = 1;
            break;

        default:
            test_format = SDL_NextAudioFormat();
            break;
        }
    }

    if (!valid_datatype) {      /* shouldn't happen, but just in case... */
        DCAUD_CloseDevice(this);
        SDL_SetError("Unsupported audio format");
        return 0;
    }

    if (spec->channels > 2)
        spec->channels = 2;     /* no more than stereo on the Dreamcast. */

    /* Update the fragment size as size in bytes */
    SDL_CalculateAudioSpec(spec);

    /* Allocate mixing buffer */
    this->hidden->mixlen = spec->size;
    this->hidden->mixbuf = (Uint8 *) SDL_AllocAudioMem(this->hidden->mixlen);
    if (this->hidden->mixbuf == NULL) {
        DCAUD_CloseDevice(this);
        SDL_OutOfMemory();
        return 0;
    }
    SDL_memset(this->hidden->mixbuf, spec->silence, spec->size);
    this->hidden->leftpos = 0x11000;
    this->hidden->rightpos = 0x11000 + spec->size;
    this->hidden->playing = 0;
    this->hidden->nextbuf = 0;

    /* We're ready to rock and roll. :-) */
    return 1;
}

static int
DCAUD_Init(SDL_AudioDriverImpl * impl)
{
    /* Set the function pointers */
    impl->OpenDevice = DCAUD_OpenDevice;
    impl->PlayDevice = DCAUD_PlayDevice;
    impl->WaitDevice = DCAUD_WaitDevice;
    impl->GetDeviceBuf = DCAUD_GetDeviceBuf;
    impl->CloseDevice = DCAUD_CloseDevice;
    impl->OnlyHasDefaultOutputDevice = 1;

    return 1;
}

AudioBootStrap DCAUD_bootstrap = {
    "dcaudio", "Dreamcast AICA audio", DCAUD_Init, 0
};

/* vi: set ts=4 sw=4 expandtab: */