// Debug and misc. defines
#define THREADED_65C02
-//#define CPU_THREAD_OVERFLOW_COMPENSATION
+#define CPU_THREAD_OVERFLOW_COMPENSATION
//#define DEBUG_LC
#define CPU_CLOCK_CHECKING
+#define THREAD_DEBUGGING
// Global variables
static SDL_Thread * cpuThread = NULL;
//static SDL_mutex * cpuMutex = NULL;
static SDL_cond * cpuCond = NULL;
+static SDL_sem * mainSem = NULL;
static bool cpuFinished = false;
static bool cpuSleep = false;
// Also, must be created in the thread that uses it...
SDL_mutex * cpuMutex = SDL_CreateMutex();
+// decrement mainSem...
+//SDL_SemWait(mainSem);
#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
float overflow = 0.0;
#endif
if (cpuSleep)
SDL_CondWait(cpuCond, cpuMutex);
+// decrement mainSem...
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_SemWait(mainSem);\n");
+#endif
+SDL_SemWait(mainSem);
+
uint32 cycles = 17066;
#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
// ODD! It's closer *without* this overflow compensation. ??? WHY ???
}
#endif
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
+#endif
Execute65C02(&mainCPU, cycles); // how much? 1 frame (after 1 s, off by 40 cycles) not any more--it's off by as much as 240 now!
- SDL_mutexP(cpuMutex);
+
// Adjust the sound routine's last cycle toggled time base
// Also, since we're finished executing, .clock is now valid
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: AdjustLastToggleCycles(mainCPU.clock);\n");
+#endif
AdjustLastToggleCycles(mainCPU.clock);
+
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_mutexP(cpuMutex);\n");
+#endif
+ SDL_mutexP(cpuMutex);
#if 0
if (SDL_CondWait(cpuCond, cpuMutex) != 0)
{
exit(-1);
}
#else
+// increment mainSem...
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_SemPost(mainSem);\n");
+#endif
+SDL_SemPost(mainSem);
+// SDL_CondSignal(mainCond); // In case something is waiting on us...
+
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_CondWait(cpuCond, cpuMutex);\n");
+#endif
SDL_CondWait(cpuCond, cpuMutex);
+
+#endif
+#ifdef THREAD_DEBUGGING
+WriteLog("CPU: SDL_mutexV(cpuMutex);\n");
#endif
SDL_mutexV(cpuMutex);
}
while (!cpuFinished);
+ SDL_DestroyMutex(cpuMutex);
+
return 0;
}
#endif
startTicks = SDL_GetTicks();
#ifdef THREADED_65C02
-cpuCond = SDL_CreateCond();
-cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
+ cpuCond = SDL_CreateCond();
+ cpuThread = SDL_CreateThread(CPUThreadFunc, NULL);
+//Hmm... CPU does POST (+1), wait, then WAIT (-1)
+ mainSem = SDL_CreateSemaphore(1);
+// SDL_sem * mainMutex = SDL_CreateMutex();
#endif
WriteLog("Entering main loop...\n");
}
#ifdef THREADED_65C02
+WriteLog("Main: cpuFinished = true;\n");
cpuFinished = true;
+//#warning "If sound thread is behind, CPU thread will never wake up... !!! FIX !!!" [DONE]
+//What to do? How do you know when the CPU is sleeping???
+//USE A CONDITIONAL!!! OF COURSE!!!!!!11!11!11!!!1!
+#if 0
+SDL_mutexP(mainMutex);
+SDL_CondWait(mainCond, mainMutex); // Wait for CPU thread to get to signal point...
+SDL_mutexV(mainMutex);
+#else
+//Nope, use a semaphore...
+WriteLog("Main: SDL_SemWait(mainSem);\n");
+SDL_SemWait(mainSem);//should lock until CPU thread is waiting...
+#endif
+
+WriteLog("Main: SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up\n");
SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
+WriteLog("Main: SDL_WaitThread(cpuThread, NULL);\n");
SDL_WaitThread(cpuThread, NULL);
//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
+WriteLog("Main: SDL_DestroyCond(cpuCond);\n");
SDL_DestroyCond(cpuCond);
+
+//SDL_DestroyMutex(mainMutex);
+SDL_DestroySemaphore(mainSem);
#endif
if (settings.autoStateSaving)
if (event.key.keysym.sym == SDLK_F5)
{
VolumeDown();
- char volStr[10] = "*********";
- volStr[GetVolume()] = 0;
+ char volStr[19] = "[****************]";
+// volStr[GetVolume()] = 0;
+ for(int i=GetVolume(); i<16; i++)
+ volStr[1 + i] = '-';
SpawnMessage("Volume: %s", volStr);
}
else if (event.key.keysym.sym == SDLK_F6)
{
VolumeUp();
- char volStr[10] = "*********";
- volStr[GetVolume()] = 0;
+ char volStr[19] = "[****************]";
+// volStr[GetVolume()] = 0;
+ for(int i=GetVolume(); i<16; i++)
+ volStr[1 + i] = '-';
SpawnMessage("Volume: %s", volStr);
}
#ifdef CPU_CLOCK_CHECKING
//We know it's stopped, so we can get away with this...
-uint64 clock = GetCurrentV65C02Clock();
-totalCPU += (uint32)(clock - lastClock);
-lastClock = clock;
counter++;
if (counter == 60)
{
- printf("Executed %u cycles...\n", totalCPU);
- totalCPU = 0;
+ uint64 clock = GetCurrentV65C02Clock();
+//totalCPU += (uint32)(clock - lastClock);
+
+ printf("Executed %u cycles...\n", (uint32)(clock - lastClock));
+ lastClock = clock;
+// totalCPU = 0;
counter = 0;
}
#endif
// Useful defines
//#define DEBUG
+//#define WRITE_OUT_WAVE
-//#define SAMPLE_RATE (44100.0)
-#define SAMPLE_RATE (48000.0)
+#define SAMPLE_RATE (44100.0)
+//#define SAMPLE_RATE (48000.0)
#define SAMPLES_PER_FRAME (SAMPLE_RATE / 60.0)
+// This works for AppleWin but not here... ??? WHY ???
// ~ 21
-//#define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
+// #define CYCLES_PER_SAMPLE (1024000.0 / SAMPLE_RATE)
// ~ 17 (lower pitched than above...!)
// Makes sense, as this is the divisor for # of cycles passed
-#define CYCLES_PER_SAMPLE (800000.0 / SAMPLE_RATE)
+//#define CYCLES_PER_SAMPLE (800000.0 / SAMPLE_RATE)
+// This seems about right, compared to AppleWin--but AW runs @ 1.024 MHz
+// 23 (1.024) vs. 20 (0.900)
+#define CYCLES_PER_SAMPLE (900000.0 / SAMPLE_RATE)
//nope, too high #define CYCLES_PER_SAMPLE (960000.0 / SAMPLE_RATE)
//#define SOUND_BUFFER_SIZE (8192)
-#define SOUND_BUFFER_SIZE (16384)
+#define SOUND_BUFFER_SIZE (32768)
// Global variables
static SDL_AudioSpec desired;
static bool soundInitialized = false;
static bool speakerState = false;
-static uint8 soundBuffer[SOUND_BUFFER_SIZE];
+static int16 soundBuffer[SOUND_BUFFER_SIZE];
static uint32 soundBufferPos;
-static uint32 sampleBase;
static uint64 lastToggleCycles;
-static uint64 samplePosition;
static SDL_cond * conditional = NULL;
static SDL_mutex * mutex = NULL;
static SDL_mutex * mutex2 = NULL;
-static int8 sample;
-static uint8 ampPtr = 5; // Start with -16 - +16
-static uint16 amplitude[17] = { 0, 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048,
- 4096, 8192, 16384, 32768 };
+static int16 sample;
+static uint8 ampPtr = 14; // Start with -16 - +16
+static int16 amplitude[17] = { 0, 1, 2, 3, 7, 15, 31, 63, 127, 255, 511, 1023, 2047,
+ 4095, 8191, 16383, 32767 };
+#ifdef WRITE_OUT_WAVE
+static FILE * fp = NULL;
+#endif
// Private function prototypes
#endif
desired.freq = SAMPLE_RATE; // SDL will do conversion on the fly, if it can't get the exact rate. Nice!
- desired.format = AUDIO_S8; // This uses the native endian (for portability)...
-// desired.format = AUDIO_S16SYS; // This uses the native endian (for portability)...
+// desired.format = AUDIO_S8; // This uses the native endian (for portability)...
+ desired.format = AUDIO_S16SYS; // This uses the native endian (for portability)...
desired.channels = 1;
// desired.samples = 4096; // Let's try a 4K buffer (can always go lower)
// desired.samples = 2048; // Let's try a 2K buffer (can always go lower)
conditional = SDL_CreateCond();
mutex = SDL_CreateMutex();
mutex2 = SDL_CreateMutex();// Let's try real signalling...
-// SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
soundBufferPos = 0;
- sampleBase = 0;
lastToggleCycles = 0;
- samplePosition = 0;
sample = desired.silence; // ? wilwok ? yes
SDL_PauseAudio(false); // Start playback!
soundInitialized = true;
WriteLog("Sound: Successfully initialized.\n");
+
+#ifdef WRITE_OUT_WAVE
+ fp = fopen("./apple2.wav", "wb");
+#endif
}
//
SDL_DestroyMutex(mutex);
SDL_DestroyMutex(mutex2);
WriteLog("Sound: Done.\n");
+
+#ifdef WRITE_OUT_WAVE
+ fclose(fp);
+#endif
}
}
//
// Sound card callback handler
//
-static void SDLSoundCallback(void * userdata, Uint8 * buffer, int length)
+static void SDLSoundCallback(void * userdata, Uint8 * buffer8, int length8)
{
// The sound buffer should only starve when starting which will cause it to
// lag behind the emulation at most by around 1 frame...
// (Should NOT starve now, now that we properly handle frame edges...)
// Let's try using a mutex for shared resource consumption...
+//Actually, I think Lock/UnlockAudio() does this already...
SDL_mutexP(mutex2);
- if (soundBufferPos < (uint32)length) // The sound buffer is starved...
+ // Recast this as a 16-bit type...
+ int16 * buffer = (int16 *)buffer8;
+ uint32 length = (uint32)length8 / 2;
+
+ if (soundBufferPos < length) // The sound buffer is starved...
{
-//printf("Sound buffer starved!\n");
-//fflush(stdout);
for(uint32 i=0; i<soundBufferPos; i++)
buffer[i] = soundBuffer[i];
// Fill buffer with last value
-// memset(buffer + soundBufferPos, (uint8)(speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]), length - soundBufferPos);
- memset(buffer + soundBufferPos, (uint8)sample, length - soundBufferPos); soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
- sampleBase = 0; // & sampleBase...
-//Ick. This should never happen!
-//Actually, this probably happens a lot. (?)
-// SDL_CondSignal(conditional); // Wake up any threads waiting for the buffer to drain...
-// return; // & bail!
+// memset(buffer + soundBufferPos, (uint8)sample, length - soundBufferPos);
+ for(uint32 i=soundBufferPos; i<length; i++)
+ buffer[i] = (uint16)sample;
+ soundBufferPos = 0; // Reset soundBufferPos to start of buffer...
}
else
{
// Fill sound buffer with frame buffered sound
- memcpy(buffer, soundBuffer, length);
+// memcpy(buffer, soundBuffer, length);
+ for(uint32 i=0; i<length; i++)
+ buffer[i] = soundBuffer[i];
soundBufferPos -= length;
- sampleBase -= length;
// Move current buffer down to start
for(uint32 i=0; i<soundBufferPos; i++)
soundBuffer[i] = soundBuffer[length + i];
}
- // Update our sample position
- samplePosition += length;
// Free the mutex...
SDL_mutexV(mutex2);
// Wake up any threads waiting for the buffer to drain...
the time position back (or copies data down from what it took out)
*/
-void ToggleSpeaker(uint64 elapsedCycles)
+void HandleBuffer(uint64 elapsedCycles)
{
- if (!soundInitialized)
- return;
-
+ // Step 1: Calculate delta time
uint64 deltaCycles = elapsedCycles - lastToggleCycles;
-#if 0
-if (time > 95085)//(time & 0x80000000)
-{
- WriteLog("ToggleSpeaker() given bad time value: %08X (%u)!\n", time, time);
-// fflush(stdout);
-}
-#endif
-
- // 1.024 MHz / 60 = 17066.6... cycles (23.2199 cycles per sample)
- // Need the last frame position in order to calculate correctly...
- // (or do we?)
-
-// SDL_LockAudio();
- SDL_mutexP(mutex2);
-// uint32 currentPos = sampleBase + (uint32)((double)elapsedCycles / CYCLES_PER_SAMPLE);
+ // Step 2: Calculate new buffer position
uint32 currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
-/*
-The problem:
-
- ______ | ______________ | ______
-____| | | |_______
-
-Speaker is toggled, then not toggled for a while. How to find buffer position in the
-last frame?
-
-IRQ buffer len is 1024.
-
-Could check current CPU clock, take delta. If delta > 1024, then ...
-
-Could add # of cycles in IRQ to lastToggleCycles, then currentPos will be guaranteed
-to fall within acceptable limits.
-
-This *should* work, but if the IRQ isn't scheduled & etc, could screw timing up.
-Need to have a way to suspend IRQ thread as well as CPU thread when in the GUI,
-for example
-
-Another method would be to add to lastToggleCycles on every timeslice of the CPU,
-just like we used to.
-
-Or, run the CPU for CYCLES_PER_SAMPLE and take a sample, then copy the buffer over
-at the end of the timeslice. That way, we could just fill the buffer and let the
-IRQ handle draining it. No muss, no fuss.
-*/
-
-
- if ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
+ // Step 3: Make sure there's room for it
+ // We need to lock since we touch both soundBuffer and soundBufferPos
+ SDL_mutexP(mutex2);
+ while ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
{
-#if 0
-WriteLog("ToggleSpeaker() about to go into spinlock at time: %08X (%u) (sampleBase=%u)!\n", time, time, sampleBase);
-#endif
-// Still hanging on this spinlock...
-// That could be because the "time" value is too high and so the buffer will NEVER be
-// empty enough...
-// Now that we're using a conditional, it seems to be working OK--though not perfectly...
-/*
-ToggleSpeaker() about to go into spinlock at time: 00004011 (16401) (sampleBase=3504)!
-16401 -> 706 samples, 3504 + 706 = 4210
-
-And it still thrashed the sound even though it didn't run into a spinlock...
-
-Seems like it's OK now that I've fixed the buffer-less-than-length bug...
-*/
-// SDL_UnlockAudio();
-// SDL_CondWait(conditional, mutex);
-// SDL_LockAudio();
-// Hm.
-// This might not empty the buffer enough, causing hash and trash. !!! FIX !!!
-SDL_mutexV(mutex2);//Release it so sound thread can get it,
- SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
-SDL_CondWait(conditional, mutex);//Sleep/wait for the sound thread
- SDL_mutexV(mutex); // Must unlock the mutex for the cond to work properly...
-SDL_mutexP(mutex2);//Re-lock it until we're done with it...
-
-// currentPos = sampleBase + (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
- currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
-#if 0
-WriteLog("--> after spinlock (sampleBase=%u)...\n", sampleBase);
-#endif
+ SDL_mutexV(mutex2); // Release it so sound thread can get it,
+ SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
+ SDL_CondWait(conditional, mutex); // Sleep/wait for the sound thread
+ SDL_mutexV(mutex); // Must unlock the mutex for the cond to work properly...
+ SDL_mutexP(mutex2); // Re-lock it until we're done with it...
}
- sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
-
+ // Step 4: Backfill and adjust lastToggleCycles
// currentPos is position from "zero" or soundBufferPos...
currentPos += soundBufferPos;
+#ifdef WRITE_OUT_WAVE
+ uint32 sbpSave = soundBufferPos;
+#endif
+ // Backfill with current toggle state
while (soundBufferPos < currentPos)
- soundBuffer[soundBufferPos++] = (uint8)sample;
+ soundBuffer[soundBufferPos++] = (uint16)sample;
+
+#ifdef WRITE_OUT_WAVE
+ fwrite(&soundBuffer[sbpSave], sizeof(int16), currentPos - sbpSave, fp);
+#endif
- // This is done *after* in case the buffer had a long dead spot (I think...)
- speakerState = !speakerState;
- sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
- lastToggleCycles = elapsedCycles;
SDL_mutexV(mutex2);
-// SDL_UnlockAudio();
+ lastToggleCycles = elapsedCycles;
}
-void AddToSoundTimeBase(uint32 cycles)
+void ToggleSpeaker(uint64 elapsedCycles)
{
if (!soundInitialized)
return;
-// SDL_LockAudio();
- SDL_mutexP(mutex2);
- sampleBase += (uint32)((double)cycles / CYCLES_PER_SAMPLE);
- SDL_mutexV(mutex2);
-// SDL_UnlockAudio();
+ HandleBuffer(elapsedCycles);
+ speakerState = !speakerState;
+ sample = (speakerState ? amplitude[ampPtr] : -amplitude[ampPtr]);
}
void AdjustLastToggleCycles(uint64 elapsedCycles)
{
-#if 0
if (!soundInitialized)
return;
-
- SDL_mutexP(mutex2);
- lastToggleCycles += elapsedCycles;
- SDL_mutexV(mutex2);
-
-// We should also fill the buffer here as well, even if the speaker
-// didn't toggle... !!! FIX !!!
-#else
/*
BOOKKEEPING
crap like that. So, we have to move the "zero" the right amount, just like
in ToggleSpeaker(), and backfill only without toggling.
*/
-#warning "This is VERY similar to ToggleSpeaker(); merge into common function. !!! FIX !!!"
- if (!soundInitialized)
- return;
-
-#ifdef DEBUG
-printf("SOUND: AdjustLastToggleCycles() start...\n");
-#endif
- // Step 1: Calculate delta time
- uint64 deltaCycles = elapsedCycles - lastToggleCycles;
-
- // Step 2: Calculate new buffer position
- uint32 currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
-
- // Step 3: Make sure there's room for it
- // We need to lock since we touch both soundBuffer and soundBufferPos
- SDL_mutexP(mutex2);
- while ((soundBufferPos + currentPos) > (SOUND_BUFFER_SIZE - 1))
- {
- // Hm.
- // This might not empty the buffer enough, causing hash and trash. !!! FIX !!! [DONE]
- SDL_mutexV(mutex2);//Release it so sound thread can get it,
- SDL_mutexP(mutex); // Must lock the mutex for the cond to work properly...
- SDL_CondWait(conditional, mutex);//Sleep/wait for the sound thread
- SDL_mutexV(mutex); // Must unlock the mutex for the cond to work properly...
- SDL_mutexP(mutex2);//Re-lock it until we're done with it...
-
-//HMM, this doesn't need to lock or recalculate this value
-// currentPos = (uint32)((double)deltaCycles / CYCLES_PER_SAMPLE);
- }
-
- // Step 4: Backfill and adjust lastToggleCycles
- // currentPos is position from "zero" or soundBufferPos...
- currentPos += soundBufferPos;
-
- // Backfill with current toggle state
- while (soundBufferPos < currentPos)
- soundBuffer[soundBufferPos++] = (uint8)sample;
-
- SDL_mutexV(mutex2);
- lastToggleCycles = elapsedCycles;
-#ifdef DEBUG
-printf("SOUND: AdjustLastToggleCycles() end...\n");
-#endif
-#endif
+ HandleBuffer(elapsedCycles);
}
void VolumeUp(void)
{
// Currently set for 8-bit samples
- if (ampPtr < 8)
+ // Now 16
+ if (ampPtr < 16)
ampPtr++;
}
(This may be due to the lock/unlock sound happening in ToggleSpeaker()...)
*/
-
-
-
-
-
-