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////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_SOUND_RENDERER_H
#define NST_SOUND_RENDERER_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Sound
{
typedef idword Sample;
class Buffer
{
public:
explicit Buffer(uint);
~Buffer();
enum
{
SIZE = 0x4000,
MASK = SIZE-1
};
struct Block
{
inline explicit Block(uint);
const iword* data;
uint start;
uint length;
};
void Reset(bool=true);
void operator >> (Block&);
template<typename,uint>
class Renderer;
private:
template<typename T>
class BaseRenderer : public ImplicitBool< BaseRenderer<T> >
{
protected:
T* NST_RESTRICT dst;
const T* const end;
inline BaseRenderer(void*,uint);
public:
inline bool operator !() const;
};
struct History
{
template<typename T>
inline void operator >> (T&) const;
inline void operator << (Sample);
enum
{
SIZE = 0x40,
MASK = SIZE-1
};
uint pos;
iword buffer[SIZE];
};
uint pos;
uint start;
iword* const NST_RESTRICT output;
public:
inline void operator << (const Sample);
History history;
};
template<>
class Buffer::Renderer<iword,0U> : public Buffer::BaseRenderer<iword>
{
public:
inline Renderer(void*,uint,const History&);
inline void operator << (Sample);
NST_FORCE_INLINE bool operator << (const Block&);
};
template<>
class Buffer::Renderer<iword,1U> : public Buffer::BaseRenderer<iword>
{
History& history;
public:
inline Renderer(void*,uint,History&);
inline void operator << (Sample);
NST_FORCE_INLINE bool operator << (Block&);
};
template<>
class Buffer::Renderer<byte,0U> : public Buffer::BaseRenderer<byte>
{
public:
inline Renderer(void*,uint,const History&);
inline void operator << (Sample);
NST_FORCE_INLINE bool operator << (Block&);
};
template<>
class Buffer::Renderer<byte,1U> : public Buffer::BaseRenderer<byte>
{
History& history;
public:
inline Renderer(void*,uint,History&);
inline void operator << (Sample);
NST_FORCE_INLINE bool operator << (Block&);
};
}
}
}
#endif
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