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Some clean up
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2743 8ced0084-cf51-0410-be5f-012b33b47a6e
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13 changed files with 350 additions and 604 deletions
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@ -43,7 +43,6 @@ PLUGIN_GLOBALS* globals = NULL;
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DSPInitialize g_dspInitialize;
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u8* g_pMemory;
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extern std::vector<std::string> sMailLog, sMailTime;
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std::string gpName;
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SoundStream *soundStream = NULL;
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@ -127,31 +126,12 @@ BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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#endif
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/*
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// Open and close console
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void OpenConsole()
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{
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#if defined (_WIN32)
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Console::Open(155, 100, "Sound Debugging"); // give room for 100 rows
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DEBUG_LOG(CONSOLE, "OpenConsole > Console opened\n");
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MoveWindow(Console::GetHwnd(), 0,400, 1280,550, true); // move window, TODO: make this
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// adjustable from the debugging window
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#endif
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}
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void CloseConsole()
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{
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#if defined (_WIN32)
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FreeConsole();
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#endif
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}
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*/
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// Exported fuctions
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// Create debugging window - We could use use wxWindow win; new CDebugger(win) like nJoy but I don't
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// know why it would be better. - There's a lockup problem with ShowModal(), but Show() doesn't work
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// because then DLL_PROCESS_DETACH is called immediately after DLL_PROCESS_ATTACH.
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// Create debugging window - We could use use wxWindow win; new CDebugger(win)
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// like nJoy but I don't know why it would be better. - There's a lockup
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// problem with ShowModal(), but Show() doesn't work because then
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// DLL_PROCESS_DETACH is called immediately after DLL_PROCESS_ATTACH.
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void DllDebugger(HWND _hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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@ -214,24 +194,11 @@ void DllConfig(HWND _hParent)
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void Initialize(void *init)
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{
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//Console::Open(80, 5000);
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g_dspInitialize = *(DSPInitialize*)init;
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g_Config.Load();
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g_pMemory = g_dspInitialize.pGetMemoryPointer(0);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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gpName = g_dspInitialize.pName(); // save the game name globally
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for (u32 i = 0; i < gpName.length(); ++i) // and fix it
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{
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fprintf(stderr,"%c", gpName[i]);
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std::cout << gpName[i];
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if (gpName[i] == ':') gpName[i] = ' ';
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}
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fprintf(stderr, "\n");
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#endif
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CDSPHandler::CreateInstance();
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if (g_Config.sBackend == "DSound")
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@ -254,12 +221,6 @@ void Initialize(void *init)
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return;
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}
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#if defined(WIN32) && defined(_DEBUG)
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//int tmpflag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
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//tmpflag |= _CRTDBG_DELAY_FREE_MEM_DF;
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//_CrtSetDbgFlag(tmpflag);
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#endif
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if (soundStream)
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{
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if (!soundStream->Start())
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@ -328,9 +289,7 @@ void DoState(unsigned char **ptr, int mode)
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// Mailbox fuctions
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// ¯¯¯¯¯¯¯¯¯¯¯¯
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unsigned short DSP_ReadMailboxHigh(bool _CPUMailbox)
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{
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if (_CPUMailbox)
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@ -395,12 +354,9 @@ void DSP_WriteMailboxLow(bool _CPUMailbox, unsigned short _Value)
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PanicAlert("CPU can't write %08x to DSP mailbox", _Value);
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}
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}
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/////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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// Other DSP fuctions
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// ¯¯¯¯¯¯¯¯¯¯¯¯
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unsigned short DSP_WriteControlRegister(unsigned short _Value)
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{
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return CDSPHandler::GetInstance().WriteControlRegister(_Value);
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@ -416,10 +372,11 @@ void DSP_Update(int cycles)
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CDSPHandler::GetInstance().Update();
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}
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/* Other Audio will pass through here. The kind of audio that sometimes are used together with pre-drawn
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movies. This audio can be disabled further inside Mixer_PushSamples(), the reason that we don't disable
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this entire function when Other Audio is disabled is that then we can't turn it back on again once the
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game has started. */
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/* Other Audio will pass through here. The kind of audio that sometimes are
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used together with pre-drawn movies. This audio can be disabled further
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inside Mixer_PushSamples(), the reason that we don't disable this entire
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function when Other Audio is disabled is that then we can't turn it back on
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again once the game has started. */
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void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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{
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// TODO: This is not yet fully threadsafe.
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@ -453,4 +410,4 @@ void DSP_SendAIBuffer(unsigned int address, int sample_rate)
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if ((counter & 31) == 0 && soundStream)
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soundStream->Update();
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}
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/////////////////////////////////////
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