[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>
This commit is contained in:
Andreas Mohr 2008-05-16 12:18:29 +02:00 committed by Jaroslav Kysela
parent f99a633a15
commit 02330fbaad
2 changed files with 972 additions and 425 deletions

File diff suppressed because it is too large Load Diff

View File

@ -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
#define IDX_IO2_LEGACY_ADDR 0x04
#define LEGACY_SOMETHING 0x01 /* OPL3?? */
#define LEGACY_JOY 0x08
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
/* 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)