ref: 527d14082914c733a5f60d7361db69897cc761d3
dir: /src/pt2_scopes.c/
// for finding memory leaks in debug mode with Visual Studio #if defined _DEBUG && defined _MSC_VER #include <crtdbg.h> #endif #include <stdint.h> #include <stdbool.h> #include <math.h> // modf() #ifndef _WIN32 #include <unistd.h> // usleep() #endif #include "pt2_header.h" #include "pt2_helpers.h" #include "pt2_visuals.h" #include "pt2_scopes.h" #include "pt2_sampler.h" #include "pt2_palette.h" #include "pt2_tables.h" #include "pt2_structs.h" #include "pt2_config.h" // this uses code that is not entirely thread safe, but I have never had any issues so far... static volatile bool scopesUpdatingFlag, scopesDisplayingFlag; static uint32_t scopeTimeLen, scopeTimeLenFrac; static uint64_t timeNext64, timeNext64Frac; static SDL_Thread *scopeThread; scope_t scope[AMIGA_VOICES]; // global int32_t getSampleReadPos(int32_t ch, uint8_t smpNum) { const int8_t *data; volatile bool active; volatile int32_t pos; volatile scope_t *sc; moduleSample_t *s; sc = &scope[ch]; // cache some stuff active = sc->active; data = sc->data; pos = sc->pos; if (!active || data == NULL || pos <= 2) // pos 0..2 = sample loop area for non-looping samples return -1; s = &song->samples[smpNum]; // hackish way of getting real scope/sampling position pos = (int32_t)(&data[pos] - &song->sampleData[s->offset]); if (pos < 0 || pos >= s->length) return -1; return pos; } void scopeTrigger(int32_t ch, int32_t length) { volatile scope_t *sc = &scope[ch]; scope_t tempState = *sc; // cache it const int8_t *newData = tempState.newData; if (newData == NULL) newData = &song->sampleData[RESERVED_SAMPLE_OFFSET]; // dummy sample if (length < 2) { sc->active = false; return; } tempState.posFrac = 0; tempState.pos = 0; tempState.data = newData; tempState.length = length; tempState.active = true; /* Update live scope now. ** In theory it -can- be written to in the middle of a cached read, ** then the read thread writes its own non-updated cached copy back and ** the trigger never happens. So far I have never seen it happen, ** so it's probably very rare. Yes, this is not good coding... */ *sc = tempState; } void updateScopes(void) { scope_t tempState; if (editor.isWAVRendering) return; volatile scope_t *sc = scope; scopesUpdatingFlag = true; for (int32_t i = 0; i < AMIGA_VOICES; i++, sc++) { tempState = *sc; // cache it if (!tempState.active) continue; // scope is not active tempState.posFrac += tempState.delta; tempState.pos += tempState.posFrac >> SCOPE_FRAC_BITS; tempState.posFrac &= SCOPE_FRAC_MASK; if (tempState.pos >= tempState.length) { // sample reached end, simulate Paula register update (sample swapping) /* Wrap pos around one time with current length, then set new length ** and wrap around it (handles one-shot loops and sample swapping). */ tempState.pos -= tempState.length; tempState.length = tempState.newLength; if (tempState.length > 0) tempState.pos %= tempState.length; tempState.data = tempState.newData; } *sc = tempState; // update scope state } scopesUpdatingFlag = false; } /* This routine gets the average sample amplitude through the running scope voices. ** This gives a somewhat more stable result than getting the peak from the mixer, ** and we don't care about including filters/BLEP in the peak calculation. */ static void updateRealVuMeters(void) { scope_t tmpScope, *sc; // sink VU-meters first for (int32_t i = 0; i < AMIGA_VOICES; i++) { editor.realVuMeterVolumes[i] -= 3; if (editor.realVuMeterVolumes[i] < 0) editor.realVuMeterVolumes[i] = 0; } // get peak sample data from running scope voices sc = scope; for (int32_t i = 0; i < AMIGA_VOICES; i++, sc++) { tmpScope = *sc; // cache it if (!tmpScope.active || tmpScope.data == NULL || tmpScope.volume == 0 || tmpScope.length == 0) continue; int32_t samplesToScan = tmpScope.delta >> SCOPE_FRAC_BITS; // amount of integer samples getting skipped every frame if (samplesToScan <= 0) continue; // shouldn't happen (low period 113 -> samplesToScan=490), but let's not waste cycles if it does if (samplesToScan > 512) samplesToScan = 512; int32_t pos = tmpScope.pos; int32_t length = tmpScope.length; const int8_t *data = tmpScope.data; int32_t runningAmplitude = 0; for (int32_t x = 0; x < samplesToScan; x++) { int16_t amplitude = 0; if (data != NULL) amplitude = data[pos] * tmpScope.volume; runningAmplitude += ABS(amplitude); pos++; if (pos >= length) { pos = 0; /* Read cycle done, temporarily update the display data/length variables ** before the scope thread does it. */ data = tmpScope.newData; length = tmpScope.newLength; } } double dAvgAmplitude = runningAmplitude / (double)samplesToScan; dAvgAmplitude *= (96.0 / (128.0 * 64.0)); // normalize int32_t vuHeight = (int32_t)dAvgAmplitude; if (vuHeight > 48) // max VU-meter height vuHeight = 48; if ((int8_t)vuHeight > editor.realVuMeterVolumes[i]) editor.realVuMeterVolumes[i] = (int8_t)vuHeight; } } void drawScopes(void) { int16_t scopeData; int32_t i, x, y; uint32_t *dstPtr, *scopeDrawPtr; volatile scope_t *sc; scope_t tmpScope; scopeDrawPtr = &video.frameBuffer[(71 * SCREEN_W) + 128]; const uint32_t bgColor = video.palette[PAL_BACKGRD]; const uint32_t fgColor = video.palette[PAL_QADSCP]; sc = scope; scopesDisplayingFlag = true; for (i = 0; i < AMIGA_VOICES; i++, sc++) { tmpScope = *sc; // cache it // render scope if (tmpScope.active && tmpScope.data != NULL && tmpScope.volume != 0 && tmpScope.length > 0) { // scope is active sc->emptyScopeDrawn = false; // fill scope background dstPtr = &video.frameBuffer[(55 * SCREEN_W) + (128 + (i * (SCOPE_WIDTH + 8)))]; for (y = 0; y < SCOPE_HEIGHT; y++) { for (x = 0; x < SCOPE_WIDTH; x++) dstPtr[x] = bgColor; dstPtr += SCREEN_W; } // render scope data int32_t pos = tmpScope.pos; int32_t length = tmpScope.length; const int16_t volume = -(tmpScope.volume << 7); const int8_t *data = tmpScope.data; for (x = 0; x < SCOPE_WIDTH; x++) { scopeData = 0; if (data != NULL) scopeData = (data[pos] * volume) >> 16; scopeDrawPtr[(scopeData * SCREEN_W) + x] = fgColor; pos++; if (pos >= length) { pos = 0; /* Read cycle done, temporarily update the display data/length variables ** before the scope thread does it. */ length = tmpScope.newLength; data = tmpScope.newData; } } } else { // scope is inactive, draw empty scope once until it gets active again if (!sc->emptyScopeDrawn) { // fill scope background dstPtr = &video.frameBuffer[(55 * SCREEN_W) + (128 + (i * (SCOPE_WIDTH + 8)))]; for (y = 0; y < SCOPE_HEIGHT; y++) { for (x = 0; x < SCOPE_WIDTH; x++) dstPtr[x] = bgColor; dstPtr += SCREEN_W; } // draw scope line for (x = 0; x < SCOPE_WIDTH; x++) scopeDrawPtr[x] = fgColor; sc->emptyScopeDrawn = true; } } scopeDrawPtr += SCOPE_WIDTH+8; } scopesDisplayingFlag = false; } static int32_t SDLCALL scopeThreadFunc(void *ptr) { // this is needed for scope stability (confirmed) SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH); // set next frame time timeNext64 = SDL_GetPerformanceCounter() + scopeTimeLen; timeNext64Frac = scopeTimeLenFrac; while (editor.programRunning) { if (config.realVuMeters) updateRealVuMeters(); updateScopes(); uint64_t time64 = SDL_GetPerformanceCounter(); if (time64 < timeNext64) { time64 = timeNext64 - time64; if (time64 > UINT32_MAX) time64 = UINT32_MAX; const uint32_t diff32 = (uint32_t)time64; // convert to microseconds and round to integer const int32_t time32 = (int32_t)((diff32 * editor.dPerfFreqMulMicro) + 0.5); // delay until we have reached the next frame if (time32 > 0) usleep(time32); } // update next tick time timeNext64 += scopeTimeLen; timeNext64Frac += scopeTimeLenFrac; if (timeNext64Frac > 0xFFFFFFFF) { timeNext64Frac &= 0xFFFFFFFF; timeNext64++; } } (void)ptr; return true; } bool initScopes(void) { double dInt, dFrac; // calculate scope time for performance counters and split into int/frac dFrac = modf(editor.dPerfFreq / SCOPE_HZ, &dInt); // integer part scopeTimeLen = (int32_t)dInt; // fractional part scaled to 0..2^32-1 dFrac *= UINT32_MAX; dFrac += 0.5; if (dFrac > UINT32_MAX) dFrac = UINT32_MAX; scopeTimeLenFrac = (uint32_t)dFrac; scopeThread = SDL_CreateThread(scopeThreadFunc, NULL, NULL); if (scopeThread == NULL) { showErrorMsgBox("Couldn't create scope thread!"); return false; } SDL_DetachThread(scopeThread); return true; } void stopScope(int32_t ch) { // wait for scopes to finish updating while (scopesUpdatingFlag); scope[ch].active = false; // wait for scope displaying to be done (safety) while (scopesDisplayingFlag); } void stopAllScopes(void) { // wait for scopes to finish updating while (scopesUpdatingFlag); for (int32_t i = 0; i < AMIGA_VOICES; i++) scope[i].active = false; // wait for scope displaying to be done (safety) while (scopesDisplayingFlag); }