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Commit 02330fba authored by Andreas Mohr's avatar Andreas Mohr Committed by Jaroslav Kysela
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[ALSA] PCI168 snd-azt3328 Linux driver: another huge update



- figured out 'Digital(ly) Enhanced Game Port' functionality,
  implemented support for it (eliminating gameport polling overhead)
- removed optional joystick activation, gameport now enabled unconditionally,
  since we now support it via the PCI I/O space, not via conflict-prone
  legacy I/O (which I was thus able to DISABLE now)!
- fix playback bug (a muted wave output would get unmuted upon start of
  playback, of course this is not what we want, thus remember mute state)
- implement partial power management: when idle, lower clock rate and disable
  codec (reduced noise!), and disable gameport circuit when unused
- instantiate OPL3 timer, too
- much better implementation of snd_azf3328_mixer_write_volume_gradually()
- slightly optimized interrupt handling
- lots of cleanup

This time, I also found a way to verify proper OPL3 operation
via MIDI file playback (emulation via synth hardware).

Signed-off-by: default avatarAndreas Mohr <andi@lisas.de>
Signed-off-by: default avatarTakashi Iwai <tiwai@suse.de>
Signed-off-by: default avatarJaroslav Kysela <perex@perex.cz>
parent f99a633a
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+796 −396

File changed.

Preview size limit exceeded, changes collapsed.

+172 −25
Original line number Diff line number Diff line
@@ -54,7 +54,10 @@
  #define SOUNDFORMAT_XTAL1		0x00
  #define SOUNDFORMAT_XTAL2		0x01
    /* all _SUSPECTED_ values are not used by Windows drivers, so we don't
     * have any hard facts, only rough measurements */
     * have any hard facts, only rough measurements.
     * All we know is that the crystal used on the board has 24.576MHz,
     * like many soundcards (which results in the frequencies below when
     * using certain divider values selected by the values below) */
    #define SOUNDFORMAT_FREQ_SUSPECTED_4000	0x0c | SOUNDFORMAT_XTAL1
    #define SOUNDFORMAT_FREQ_SUSPECTED_4800	0x0a | SOUNDFORMAT_XTAL1
    #define SOUNDFORMAT_FREQ_5510		0x0c | SOUNDFORMAT_XTAL2
@@ -72,6 +75,26 @@
  #define SOUNDFORMAT_FLAG_16BIT	0x0010
  #define SOUNDFORMAT_FLAG_2CHANNELS	0x0020

/* define frequency helpers, for maximum value safety */
enum {
#define AZF_FREQ(rate) AZF_FREQ_##rate = rate
  AZF_FREQ(4000),
  AZF_FREQ(4800),
  AZF_FREQ(5512),
  AZF_FREQ(6620),
  AZF_FREQ(8000),
  AZF_FREQ(9600),
  AZF_FREQ(11025),
  AZF_FREQ(13240),
  AZF_FREQ(16000),
  AZF_FREQ(22050),
  AZF_FREQ(32000),
  AZF_FREQ(44100),
  AZF_FREQ(48000),
  AZF_FREQ(66200),
#undef AZF_FREQ
} AZF_FREQUENCIES;

/** recording area (see also: playback bit flag definitions) **/
#define IDX_IO_REC_FLAGS	0x20 /* ??, PU:0x0000 */
#define IDX_IO_REC_IRQTYPE	0x22 /* ??, PU:0x0000 */
@@ -97,40 +120,164 @@

/** DirectX timer, main interrupt area (FIXME: and something else?) **/ 
#define IDX_IO_TIMER_VALUE	0x60 /* found this timer area by pure luck :-) */
  #define TIMER_VALUE_MASK		0x000fffffUL /* timer countdown value; triggers IRQ when timer is finished */
  #define TIMER_ENABLE_COUNTDOWN	0x01000000UL /* activate the timer countdown */
  #define TIMER_ENABLE_IRQ		0x02000000UL /* trigger timer IRQ on zero transition */
  #define TIMER_ACK_IRQ			0x04000000UL /* being set in IRQ handler in case port 0x00 (hmm, not port 0x64!?!?) had 0x0020 set upon IRQ handler */
  /* timer countdown value; triggers IRQ when timer is finished */
  #define TIMER_VALUE_MASK		0x000fffffUL
  /* activate timer countdown */
  #define TIMER_COUNTDOWN_ENABLE	0x01000000UL
  /* trigger timer IRQ on zero transition */
  #define TIMER_IRQ_ENABLE		0x02000000UL
  /* being set in IRQ handler in case port 0x00 (hmm, not port 0x64!?!?)
   * had 0x0020 set upon IRQ handler */
  #define TIMER_IRQ_ACK			0x04000000UL
#define IDX_IO_IRQSTATUS        0x64
  /* some IRQ bit in here might also be used to signal a power-management timer
   * timeout, to request shutdown of the chip (e.g. AD1815JS has such a thing).
   * Some OPL3 hardware (e.g. in LM4560) has some special timer hardware which
   * can trigger an OPL3 timer IRQ, so maybe there's such a thing as well... */

  #define IRQ_PLAYBACK	0x0001
  #define IRQ_RECORDING	0x0002
  #define IRQ_UNKNOWN1	0x0004 /* most probably I2S port */
  #define IRQ_GAMEPORT	0x0008 /* Interrupt of Digital(ly) Enhanced Game Port */
  #define IRQ_MPU401	0x0010
  #define IRQ_TIMER	0x0020 /* DirectX timer */
  #define IRQ_UNKNOWN1			0x0040 /* probably unused, or possibly I2S port? or gameport IRQ? */
  #define IRQ_UNKNOWN2			0x0080 /* probably unused, or possibly I2S port? or gameport IRQ? */
  #define IRQ_UNKNOWN2	0x0040 /* probably unused, or possibly I2S port? */
  #define IRQ_UNKNOWN3	0x0080 /* probably unused, or possibly I2S port? */
#define IDX_IO_66H		0x66    /* writing 0xffff returns 0x0000 */
#define IDX_IO_SOME_VALUE	0x68	/* this is set to e.g. 0x3ff or 0x300, and writable; maybe some buffer limit, but I couldn't find out more, PU:0x00ff */
#define IDX_IO_6AH		0x6A	/* this WORD can be set to have bits 0x0028 activated (FIXME: correct??); actually inhibits PCM playback!!! maybe power management?? */
  #define IO_6A_PAUSE_PLAYBACK		0x0200 /* bit 9; sure, this pauses playback, but what the heck is this really about?? */
#define IDX_IO_6CH		0x6C
#define IDX_IO_6EH		0x6E	/* writing 0xffff returns 0x83fe */
/* further I/O indices not saved/restored, so probably not used */
  /* this is set to e.g. 0x3ff or 0x300, and writable;
   * maybe some buffer limit, but I couldn't find out more, PU:0x00ff: */
#define IDX_IO_SOME_VALUE	0x68
  #define IO_68_RANDOM_TOGGLE1	0x0100	/* toggles randomly */
  #define IO_68_RANDOM_TOGGLE2	0x0200	/* toggles randomly */
  /* umm, nope, behaviour of these bits changes depending on what we wrote
   * to 0x6b!! */

/* this WORD can be set to have bits 0x0028 activated (FIXME: correct??);
 * actually inhibits PCM playback!!! maybe power management??: */
#define IDX_IO_6AH		0x6A
  /* bit 5: enabling this will activate permanent counting of bytes 2/3
   * at gameport I/O (0xb402/3) (equal values each) and cause
   * gameport legacy I/O at 0x0200 to be _DISABLED_!
   * Is this Digital Enhanced Game Port Enable??? Or maybe it's Testmode
   * for Enhanced Digital Gameport (see 4D Wave DX card): */
  #define IO_6A_SOMETHING1_GAMEPORT	0x0020
  /* bit 8; sure, this _pauses_ playback (later resumes at same spot!),
   * but what the heck is this really about??: */
  #define IO_6A_PAUSE_PLAYBACK_BIT8	0x0100
  /* bit 9; sure, this _pauses_ playback (later resumes at same spot!),
   * but what the heck is this really about??: */
  #define IO_6A_PAUSE_PLAYBACK_BIT9	0x0200
	/* BIT8 and BIT9 are _NOT_ able to affect OPL3 MIDI playback,
	 * thus it suggests influence on PCM only!!
	 * However OTOH there seems to be no bit anywhere around here
	 * which is able to disable OPL3... */
  /* bit 10: enabling this actually changes values at legacy gameport
   * I/O address (0x200); is this enabling of the Digital Enhanced Game Port???
   * Or maybe this simply switches off the NE558 circuit, since enabling this
   * still lets us evaluate button states, but not axis states */
  #define IO_6A_SOMETHING2_GAMEPORT      0x0400
	/* writing 0x0300: causes quite some crackling during
	 * PC activity such as switching windows (PCI traffic??
	 * --> FIFO/timing settings???) */
	/* writing 0x0100 plus/or 0x0200 inhibits playback */
	/* since the Windows .INF file has Flag_Enable_JoyStick and
	 * Flag_Enable_SB_DOS_Emulation directly together, it stands to reason
	 * that some other bit in this same register might be responsible
	 * for SB DOS Emulation activation (note that the file did NOT define
	 * a switch for OPL3!) */
#define IDX_IO_6CH		0x6C	/* unknown; fully read-writable */
#define IDX_IO_6EH		0x6E
	/* writing 0xffff returns 0x83fe (or 0x03fe only).
	 * writing 0x83 (and only 0x83!!) to 0x6f will cause 0x6c to switch
	 * from 0000 to ffff. */

/* further I/O indices not saved/restored and not readable after writing,
 * so probably not used */

/*** I/O 2 area port indices ***/

/*** Gameport area port indices ***/
/* (only 0x06 of 0x08 bytes saved/restored by Windows driver) */ 
#define AZF_IO_SIZE_IO2		0x08
#define AZF_IO_SIZE_IO2_PM	0x06
#define AZF_IO_SIZE_GAME		0x08
#define AZF_IO_SIZE_GAME_PM	0x06

enum {
	AZF_GAME_LEGACY_IO_PORT = 0x200
} AZF_GAME_CONFIGS;

#define IDX_GAME_LEGACY_COMPATIBLE	0x00
	/* in some operation mode, writing anything to this port
	 * triggers an interrupt:
	 * yup, that's in case IDX_GAME_01H has one of the
	 * axis measurement bits enabled
	 * (and of course one needs to have GAME_HWCFG_IRQ_ENABLE, too) */

#define IDX_GAME_AXES_CONFIG            0x01
	/* NOTE: layout of this register awfully similar (read: "identical??")
	 * to AD1815JS.pdf (p.29) */

  /* enables axis 1 (X axis) measurement: */
  #define GAME_AXES_ENABLE_1		0x01
  /* enables axis 2 (Y axis) measurement: */
  #define GAME_AXES_ENABLE_2		0x02
  /* enables axis 3 (X axis) measurement: */
  #define GAME_AXES_ENABLE_3		0x04
  /* enables axis 4 (Y axis) measurement: */
  #define GAME_AXES_ENABLE_4		0x08
  /* selects the current axis to read the measured value of
   * (at IDX_GAME_AXIS_VALUE):
   * 00 = axis 1, 01 = axis 2, 10 = axis 3, 11 = axis 4: */
  #define GAME_AXES_READ_MASK		0x30
  /* enable to have the latch continuously accept ADC values
   * (and continuously cause interrupts in case interrupts are enabled);
   * AD1815JS.pdf says it's ~16ms interval there: */
  #define GAME_AXES_LATCH_ENABLE	0x40
  /* joystick data (measured axes) ready for reading: */
  #define GAME_AXES_SAMPLING_READY	0x80

  /* NOTE: other card specs (SiS960 and others!) state that the
   * game position latches should be frozen when reading and be freed
   * (== reset?) after reading!!!
   * Freezing most likely means disabling 0x40 (GAME_AXES_LATCH_ENABLE),
   *  but how to free the value? */
  /* An internet search for "gameport latch ADC" should provide some insight
   * into how to program such a gameport system. */

  /* writing 0xf0 to 01H once reset both counters to 0, in some special mode!?
   * yup, in case 6AH 0x20 is not enabled
   * (and 0x40 is sufficient, 0xf0 is not needed) */

#define IDX_GAME_AXIS_VALUE	0x02
	/* R: value of currently configured axis (word value!);
	 * W: trigger axis measurement */

#define IDX_GAME_HWCONFIG	0x04
	/* note: bits 4 to 7 are never set (== 0) when reading!
	 * --> reserved bits? */
  /* enables IRQ notification upon axes measurement ready: */
  #define GAME_HWCFG_IRQ_ENABLE			0x01
  /* these bits choose a different frequency for the
   *  internal ADC counter increment.
   * hmm, seems to be a combo of bits:
   * 00 --> standard frequency
   * 10 --> 1/2
   * 01 --> 1/20
   * 11 --> 1/200: */
  #define GAME_HWCFG_ADC_COUNTER_FREQ_MASK	0x06

#define IDX_IO2_LEGACY_ADDR	0x04
  #define LEGACY_SOMETHING		0x01 /* OPL3?? */
  #define LEGACY_JOY			0x08
  /* enable gameport legacy I/O address (0x200)
   * I was unable to locate any configurability for a different address: */
  #define GAME_HWCFG_LEGACY_ADDRESS_ENABLE	0x08

/*** MPU401 ***/
#define AZF_IO_SIZE_MPU		0x04
#define AZF_IO_SIZE_MPU_PM	0x04

#define AZF_IO_SIZE_SYNTH	0x08
#define AZF_IO_SIZE_SYNTH_PM	0x06
/*** OPL3 synth ***/
#define AZF_IO_SIZE_OPL3	0x08
#define AZF_IO_SIZE_OPL3_PM	0x06
/* hmm, given that a standard OPL3 has 4 registers only,
 * there might be some enhanced functionality lurking at the end
 * (especially since register 0x04 has a "non-empty" value 0xfe) */

/*** mixer I/O area port indices ***/
/* (only 0x22 of 0x40 bytes saved/restored by Windows driver)