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Diffstat (limited to 'sound/pci/azt3328.h')
-rw-r--r--sound/pci/azt3328.h207
1 files changed, 181 insertions, 26 deletions
diff --git a/sound/pci/azt3328.h b/sound/pci/azt3328.h
index 679fa992e2bc..7e3e8942d073 100644
--- a/sound/pci/azt3328.h
+++ b/sound/pci/azt3328.h
@@ -1,7 +1,8 @@
#ifndef __SOUND_AZT3328_H
#define __SOUND_AZT3328_H
-/* "PU" == "power-up value", as tested on PCI168 PCI rev. 10 */
+/* "PU" == "power-up value", as tested on PCI168 PCI rev. 10
+ * "WRITE_ONLY" == register does not indicate actual bit values */
/*** main I/O area port indices ***/
/* (only 0x70 of 0x80 bytes saved/restored by Windows driver) */
@@ -54,7 +55,10 @@
#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 +76,26 @@
#define SOUNDFORMAT_FLAG_16BIT 0x0010
#define SOUNDFORMAT_FLAG_2CHANNELS 0x0020
+/* define frequency helpers, for maximum value safety */
+enum azf_freq_t {
+#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 +121,171 @@
/** 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!!
+ * And they change upon playback/stop, too:
+ * Writing a value to 0x68 will display this exact value during playback,
+ * too but when stopped it can fall back to a rather different
+ * seemingly random value). Hmm, possibly this is a register which
+ * has a remote shadow which needs proper device supply which only exists
+ * in case playback is active? Or is this driver-induced?
+ */
+
+/* this WORD can be set to have bits 0x0028 activated (FIXME: correct??);
+ * actually inhibits PCM playback!!! maybe power management??: */
+#define IDX_IO_6AH 0x6A /* WRITE_ONLY! */
+ /* 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)