diff options
author | Andreas Mohr <andi@lisas.de> | 2008-05-16 12:18:29 +0200 |
---|---|---|
committer | Jaroslav Kysela <perex@perex.cz> | 2008-05-19 13:19:19 +0200 |
commit | 02330fbaaded5b603cba112e4bbf62cdadec159a (patch) | |
tree | 90895cb270106d00bbc30a3f15afe91d07795ee3 /sound/pci/azt3328.h | |
parent | f99a633a151686a599413bef758253dfd04887d1 (diff) |
[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: Andreas Mohr <andi@lisas.de>
Signed-off-by: Takashi Iwai <tiwai@suse.de>
Signed-off-by: Jaroslav Kysela <perex@perex.cz>
Diffstat (limited to 'sound/pci/azt3328.h')
-rw-r--r-- | sound/pci/azt3328.h | 197 |
1 files changed, 172 insertions, 25 deletions
diff --git a/sound/pci/azt3328.h b/sound/pci/azt3328.h index 679fa992e2b..3448fd626f8 100644 --- a/sound/pci/azt3328.h +++ b/sound/pci/azt3328.h @@ -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 - #define IRQ_PLAYBACK 0x0001 - #define IRQ_RECORDING 0x0002 - #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? */ + /* 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_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) |