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HLE DSP: Handle cycle drifting
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parent
e666afd1a3
commit
85bae2e94e
7 changed files with 22 additions and 13 deletions
include/audio
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@ -43,7 +43,7 @@ namespace Audio {
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virtual ~DSPCore() {}
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virtual void reset() = 0;
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virtual void runAudioFrame() = 0;
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virtual void runAudioFrame(u64 eventTimestamp) = 0;
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virtual u8* getDspMemory() = 0;
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virtual u16 recvData(u32 regId) = 0;
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@ -42,6 +42,7 @@ namespace Audio {
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return this->bufferID > other.bufferID;
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}
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};
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// Buffer of decoded PCM16 samples. TODO: Are there better alternatives to use over deque?
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using SampleBuffer = std::deque<std::array<s16, 2>>;
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@ -53,6 +54,7 @@ namespace Audio {
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std::array<float, 3> gain0, gain1, gain2;
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u32 samplePosition; // Sample number into the current audio buffer
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float rateMultiplier;
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u16 syncCount;
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u16 currentBufferID;
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u16 previousBufferID;
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@ -185,7 +187,7 @@ namespace Audio {
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~HLE_DSP() override {}
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void reset() override;
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void runAudioFrame() override;
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void runAudioFrame(u64 eventTimestamp) override;
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u8* getDspMemory() override { return dspRam.rawMemory.data(); }
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@ -27,7 +27,7 @@ namespace Audio {
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~NullDSP() override {}
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void reset() override;
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void runAudioFrame() override;
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void runAudioFrame(u64 eventTimestamp) override;
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u8* getDspMemory() override { return dspRam.data(); }
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@ -83,7 +83,7 @@ namespace Audio {
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void reset() override;
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// Run 1 slice of DSP instructions and schedule the next audio frame
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void runAudioFrame() override {
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void runAudioFrame(u64 eventTimestamp) override {
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runSlice();
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scheduler.addEvent(Scheduler::EventType::RunDSP, scheduler.currentTimestamp + Audio::lleSlice * 2);
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}
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