xref: /OK3568_Linux_fs/kernel/sound/pci/azt3328.h (revision 4882a59341e53eb6f0b4789bf948001014eff981)
1*4882a593Smuzhiyun /* SPDX-License-Identifier: GPL-2.0 */
2*4882a593Smuzhiyun #ifndef __SOUND_AZT3328_H
3*4882a593Smuzhiyun #define __SOUND_AZT3328_H
4*4882a593Smuzhiyun 
5*4882a593Smuzhiyun /* "PU" == "power-up value", as tested on PCI168 PCI rev. 10
6*4882a593Smuzhiyun  * "WRITE_ONLY"  == register does not indicate actual bit values */
7*4882a593Smuzhiyun 
8*4882a593Smuzhiyun /*** main I/O area port indices ***/
9*4882a593Smuzhiyun /* (only 0x70 of 0x80 bytes saved/restored by Windows driver) */
10*4882a593Smuzhiyun #define AZF_IO_SIZE_CTRL	0x80
11*4882a593Smuzhiyun #define AZF_IO_SIZE_CTRL_PM	0x70
12*4882a593Smuzhiyun 
13*4882a593Smuzhiyun /* the driver initialisation suggests a layout of 4 areas
14*4882a593Smuzhiyun  * within the main card control I/O:
15*4882a593Smuzhiyun  * from 0x00 (playback codec), from 0x20 (recording codec)
16*4882a593Smuzhiyun  * and from 0x40 (most certainly I2S out codec).
17*4882a593Smuzhiyun  * And another area from 0x60 to 0x6f (DirectX timer, IRQ management,
18*4882a593Smuzhiyun  * power management etc.???). */
19*4882a593Smuzhiyun 
20*4882a593Smuzhiyun #define AZF_IO_OFFS_CODEC_PLAYBACK	0x00
21*4882a593Smuzhiyun #define AZF_IO_OFFS_CODEC_CAPTURE	0x20
22*4882a593Smuzhiyun #define AZF_IO_OFFS_CODEC_I2S_OUT	0x40
23*4882a593Smuzhiyun 
24*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_FLAGS       0x00 /* PU:0x0000 */
25*4882a593Smuzhiyun      /* able to reactivate output after output muting due to 8/16bit
26*4882a593Smuzhiyun       * output change, just like 0x0002.
27*4882a593Smuzhiyun       * 0x0001 is the only bit that's able to start the DMA counter */
28*4882a593Smuzhiyun   #define DMA_RESUME			0x0001 /* paused if cleared? */
29*4882a593Smuzhiyun      /* 0x0002 *temporarily* set during DMA stopping. hmm
30*4882a593Smuzhiyun       * both 0x0002 and 0x0004 set in playback setup. */
31*4882a593Smuzhiyun      /* able to reactivate output after output muting due to 8/16bit
32*4882a593Smuzhiyun       * output change, just like 0x0001. */
33*4882a593Smuzhiyun   #define DMA_RUN_SOMETHING1		0x0002 /* \ alternated (toggled) */
34*4882a593Smuzhiyun      /* 0x0004: NOT able to reactivate output */
35*4882a593Smuzhiyun   #define DMA_RUN_SOMETHING2		0x0004 /* / bits */
36*4882a593Smuzhiyun   #define SOMETHING_ALMOST_ALWAYS_SET	0x0008 /* ???; can be modified */
37*4882a593Smuzhiyun   #define DMA_EPILOGUE_SOMETHING	0x0010
38*4882a593Smuzhiyun   #define DMA_SOMETHING_ELSE		0x0020 /* ??? */
39*4882a593Smuzhiyun   #define SOMETHING_UNMODIFIABLE	0xffc0 /* unused? not modifiable */
40*4882a593Smuzhiyun #define IDX_IO_CODEC_IRQTYPE     0x02 /* PU:0x0001 */
41*4882a593Smuzhiyun   /* write back to flags in case flags are set, in order to ACK IRQ in handler
42*4882a593Smuzhiyun    * (bit 1 of port 0x64 indicates interrupt for one of these three types)
43*4882a593Smuzhiyun    * sometimes in this case it just writes 0xffff to globally ACK all IRQs
44*4882a593Smuzhiyun    * settings written are not reflected when reading back, though.
45*4882a593Smuzhiyun    * seems to be IRQ, too (frequently used: port |= 0x07 !), but who knows? */
46*4882a593Smuzhiyun   #define IRQ_SOMETHING			0x0001 /* something & ACK */
47*4882a593Smuzhiyun   #define IRQ_FINISHED_DMABUF_1		0x0002 /* 1st dmabuf finished & ACK */
48*4882a593Smuzhiyun   #define IRQ_FINISHED_DMABUF_2		0x0004 /* 2nd dmabuf finished & ACK */
49*4882a593Smuzhiyun   #define IRQMASK_SOME_STATUS_1		0x0008 /* \ related bits */
50*4882a593Smuzhiyun   #define IRQMASK_SOME_STATUS_2		0x0010 /* / (checked together in loop) */
51*4882a593Smuzhiyun   #define IRQMASK_UNMODIFIABLE		0xffe0 /* unused? not modifiable */
52*4882a593Smuzhiyun   /* start address of 1st DMA transfer area, PU:0x00000000 */
53*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_START_1 0x04
54*4882a593Smuzhiyun   /* start address of 2nd DMA transfer area, PU:0x00000000 */
55*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_START_2 0x08
56*4882a593Smuzhiyun   /* both lengths of DMA transfer areas, PU:0x00000000
57*4882a593Smuzhiyun      length1: offset 0x0c, length2: offset 0x0e */
58*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_LENGTHS 0x0c
59*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_CURRPOS 0x10 /* current DMA position, PU:0x00000000 */
60*4882a593Smuzhiyun   /* offset within current DMA transfer area, PU:0x0000 */
61*4882a593Smuzhiyun #define IDX_IO_CODEC_DMA_CURROFS 0x14
62*4882a593Smuzhiyun #define IDX_IO_CODEC_SOUNDFORMAT 0x16 /* PU:0x0010 */
63*4882a593Smuzhiyun   /* all unspecified bits can't be modified */
64*4882a593Smuzhiyun   #define SOUNDFORMAT_FREQUENCY_MASK	0x000f
65*4882a593Smuzhiyun   #define SOUNDFORMAT_XTAL1		0x00
66*4882a593Smuzhiyun   #define SOUNDFORMAT_XTAL2		0x01
67*4882a593Smuzhiyun     /* all _SUSPECTED_ values are not used by Windows drivers, so we don't
68*4882a593Smuzhiyun      * have any hard facts, only rough measurements.
69*4882a593Smuzhiyun      * All we know is that the crystal used on the board has 24.576MHz,
70*4882a593Smuzhiyun      * like many soundcards (which results in the frequencies below when
71*4882a593Smuzhiyun      * using certain divider values selected by the values below) */
72*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_SUSPECTED_4000	0x0c | SOUNDFORMAT_XTAL1
73*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_SUSPECTED_4800	0x0a | SOUNDFORMAT_XTAL1
74*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_5510		0x0c | SOUNDFORMAT_XTAL2
75*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_6620		0x0a | SOUNDFORMAT_XTAL2
76*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_8000		0x00 | SOUNDFORMAT_XTAL1 /* also 0x0e | SOUNDFORMAT_XTAL1? */
77*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_9600		0x08 | SOUNDFORMAT_XTAL1
78*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_11025		0x00 | SOUNDFORMAT_XTAL2 /* also 0x0e | SOUNDFORMAT_XTAL2? */
79*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_SUSPECTED_13240	0x08 | SOUNDFORMAT_XTAL2 /* seems to be 6620 *2 */
80*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_16000		0x02 | SOUNDFORMAT_XTAL1
81*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_22050		0x02 | SOUNDFORMAT_XTAL2
82*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_32000		0x04 | SOUNDFORMAT_XTAL1
83*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_44100		0x04 | SOUNDFORMAT_XTAL2
84*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_48000		0x06 | SOUNDFORMAT_XTAL1
85*4882a593Smuzhiyun     #define SOUNDFORMAT_FREQ_SUSPECTED_66200	0x06 | SOUNDFORMAT_XTAL2 /* 66200 (13240 * 5); 64000 may have been nicer :-\ */
86*4882a593Smuzhiyun   #define SOUNDFORMAT_FLAG_16BIT	0x0010
87*4882a593Smuzhiyun   #define SOUNDFORMAT_FLAG_2CHANNELS	0x0020
88*4882a593Smuzhiyun 
89*4882a593Smuzhiyun 
90*4882a593Smuzhiyun /* define frequency helpers, for maximum value safety */
91*4882a593Smuzhiyun enum azf_freq_t {
92*4882a593Smuzhiyun #define AZF_FREQ(rate) AZF_FREQ_##rate = rate
93*4882a593Smuzhiyun   AZF_FREQ(4000),
94*4882a593Smuzhiyun   AZF_FREQ(4800),
95*4882a593Smuzhiyun   AZF_FREQ(5512),
96*4882a593Smuzhiyun   AZF_FREQ(6620),
97*4882a593Smuzhiyun   AZF_FREQ(8000),
98*4882a593Smuzhiyun   AZF_FREQ(9600),
99*4882a593Smuzhiyun   AZF_FREQ(11025),
100*4882a593Smuzhiyun   AZF_FREQ(13240),
101*4882a593Smuzhiyun   AZF_FREQ(16000),
102*4882a593Smuzhiyun   AZF_FREQ(22050),
103*4882a593Smuzhiyun   AZF_FREQ(32000),
104*4882a593Smuzhiyun   AZF_FREQ(44100),
105*4882a593Smuzhiyun   AZF_FREQ(48000),
106*4882a593Smuzhiyun   AZF_FREQ(66200),
107*4882a593Smuzhiyun #undef AZF_FREQ
108*4882a593Smuzhiyun };
109*4882a593Smuzhiyun 
110*4882a593Smuzhiyun /** DirectX timer, main interrupt area (FIXME: and something else?) **/
111*4882a593Smuzhiyun #define IDX_IO_TIMER_VALUE	0x60 /* found this timer area by pure luck :-) */
112*4882a593Smuzhiyun   /* timer countdown value; triggers IRQ when timer is finished */
113*4882a593Smuzhiyun   #define TIMER_VALUE_MASK		0x000fffffUL
114*4882a593Smuzhiyun   /* activate timer countdown */
115*4882a593Smuzhiyun   #define TIMER_COUNTDOWN_ENABLE	0x01000000UL
116*4882a593Smuzhiyun   /* trigger timer IRQ on zero transition */
117*4882a593Smuzhiyun   #define TIMER_IRQ_ENABLE		0x02000000UL
118*4882a593Smuzhiyun   /* being set in IRQ handler in case port 0x00 (hmm, not port 0x64!?!?)
119*4882a593Smuzhiyun    * had 0x0020 set upon IRQ handler */
120*4882a593Smuzhiyun   #define TIMER_IRQ_ACK			0x04000000UL
121*4882a593Smuzhiyun #define IDX_IO_IRQSTATUS        0x64
122*4882a593Smuzhiyun   /* some IRQ bit in here might also be used to signal a power-management timer
123*4882a593Smuzhiyun    * timeout, to request shutdown of the chip (e.g. AD1815JS has such a thing).
124*4882a593Smuzhiyun    * OPL3 hardware contains several timers which confusingly in most cases
125*4882a593Smuzhiyun    * are NOT routed to an IRQ, but some designs (e.g. LM4560) DO support that,
126*4882a593Smuzhiyun    * so I wouldn't be surprised at all to discover that AZF3328
127*4882a593Smuzhiyun    * supports that thing as well... */
128*4882a593Smuzhiyun 
129*4882a593Smuzhiyun   #define IRQ_PLAYBACK	0x0001
130*4882a593Smuzhiyun   #define IRQ_RECORDING	0x0002
131*4882a593Smuzhiyun   #define IRQ_I2S_OUT	0x0004 /* this IS I2S, right!? (untested) */
132*4882a593Smuzhiyun   #define IRQ_GAMEPORT	0x0008 /* Interrupt of Digital(ly) Enhanced Game Port */
133*4882a593Smuzhiyun   #define IRQ_MPU401	0x0010
134*4882a593Smuzhiyun   #define IRQ_TIMER	0x0020 /* DirectX timer */
135*4882a593Smuzhiyun   #define IRQ_UNKNOWN2	0x0040 /* probably unused, or possibly OPL3 timer? */
136*4882a593Smuzhiyun   #define IRQ_UNKNOWN3	0x0080 /* probably unused, or possibly OPL3 timer? */
137*4882a593Smuzhiyun #define IDX_IO_66H		0x66    /* writing 0xffff returns 0x0000 */
138*4882a593Smuzhiyun   /* this is set to e.g. 0x3ff or 0x300, and writable;
139*4882a593Smuzhiyun    * maybe some buffer limit, but I couldn't find out more, PU:0x00ff: */
140*4882a593Smuzhiyun #define IDX_IO_SOME_VALUE	0x68
141*4882a593Smuzhiyun   #define IO_68_RANDOM_TOGGLE1	0x0100	/* toggles randomly */
142*4882a593Smuzhiyun   #define IO_68_RANDOM_TOGGLE2	0x0200	/* toggles randomly */
143*4882a593Smuzhiyun   /* umm, nope, behaviour of these bits changes depending on what we wrote
144*4882a593Smuzhiyun    * to 0x6b!!
145*4882a593Smuzhiyun    * And they change upon playback/stop, too:
146*4882a593Smuzhiyun    * Writing a value to 0x68 will display this exact value during playback,
147*4882a593Smuzhiyun    * too but when stopped it can fall back to a rather different
148*4882a593Smuzhiyun    * seemingly random value). Hmm, possibly this is a register which
149*4882a593Smuzhiyun    * has a remote shadow which needs proper device supply which only exists
150*4882a593Smuzhiyun    * in case playback is active? Or is this driver-induced?
151*4882a593Smuzhiyun    */
152*4882a593Smuzhiyun 
153*4882a593Smuzhiyun /* this WORD can be set to have bits 0x0028 activated (FIXME: correct??);
154*4882a593Smuzhiyun  * actually inhibits PCM playback!!! maybe power management??: */
155*4882a593Smuzhiyun #define IDX_IO_6AH		0x6A /* WRITE_ONLY! */
156*4882a593Smuzhiyun   /* bit 5: enabling this will activate permanent counting of bytes 2/3
157*4882a593Smuzhiyun    * at gameport I/O (0xb402/3) (equal values each) and cause
158*4882a593Smuzhiyun    * gameport legacy I/O at 0x0200 to be _DISABLED_!
159*4882a593Smuzhiyun    * Is this Digital Enhanced Game Port Enable??? Or maybe it's Testmode
160*4882a593Smuzhiyun    * for Enhanced Digital Gameport (see 4D Wave DX card): */
161*4882a593Smuzhiyun   #define IO_6A_SOMETHING1_GAMEPORT	0x0020
162*4882a593Smuzhiyun   /* bit 8; sure, this _pauses_ playback (later resumes at same spot!),
163*4882a593Smuzhiyun    * but what the heck is this really about??: */
164*4882a593Smuzhiyun   #define IO_6A_PAUSE_PLAYBACK_BIT8	0x0100
165*4882a593Smuzhiyun   /* bit 9; sure, this _pauses_ playback (later resumes at same spot!),
166*4882a593Smuzhiyun    * but what the heck is this really about??: */
167*4882a593Smuzhiyun   #define IO_6A_PAUSE_PLAYBACK_BIT9	0x0200
168*4882a593Smuzhiyun 	/* BIT8 and BIT9 are _NOT_ able to affect OPL3 MIDI playback,
169*4882a593Smuzhiyun 	 * thus it suggests influence on PCM only!!
170*4882a593Smuzhiyun 	 * However OTOH there seems to be no bit anywhere around here
171*4882a593Smuzhiyun 	 * which is able to disable OPL3... */
172*4882a593Smuzhiyun   /* bit 10: enabling this actually changes values at legacy gameport
173*4882a593Smuzhiyun    * I/O address (0x200); is this enabling of the Digital Enhanced Game Port???
174*4882a593Smuzhiyun    * Or maybe this simply switches off the NE558 circuit, since enabling this
175*4882a593Smuzhiyun    * still lets us evaluate button states, but not axis states */
176*4882a593Smuzhiyun   #define IO_6A_SOMETHING2_GAMEPORT      0x0400
177*4882a593Smuzhiyun 	/* writing 0x0300: causes quite some crackling during
178*4882a593Smuzhiyun 	 * PC activity such as switching windows (PCI traffic??
179*4882a593Smuzhiyun 	 * --> FIFO/timing settings???) */
180*4882a593Smuzhiyun 	/* writing 0x0100 plus/or 0x0200 inhibits playback */
181*4882a593Smuzhiyun 	/* since the Windows .INF file has Flag_Enable_JoyStick and
182*4882a593Smuzhiyun 	 * Flag_Enable_SB_DOS_Emulation directly together, it stands to reason
183*4882a593Smuzhiyun 	 * that some other bit in this same register might be responsible
184*4882a593Smuzhiyun 	 * for SB DOS Emulation activation (note that the file did NOT define
185*4882a593Smuzhiyun 	 * a switch for OPL3!) */
186*4882a593Smuzhiyun #define IDX_IO_6CH		0x6C	/* unknown; fully read-writable */
187*4882a593Smuzhiyun #define IDX_IO_6EH		0x6E
188*4882a593Smuzhiyun 	/* writing 0xffff returns 0x83fe (or 0x03fe only).
189*4882a593Smuzhiyun 	 * writing 0x83 (and only 0x83!!) to 0x6f will cause 0x6c to switch
190*4882a593Smuzhiyun 	 * from 0000 to ffff. */
191*4882a593Smuzhiyun 
192*4882a593Smuzhiyun /* further I/O indices not saved/restored and not readable after writing,
193*4882a593Smuzhiyun  * so probably not used */
194*4882a593Smuzhiyun 
195*4882a593Smuzhiyun 
196*4882a593Smuzhiyun /*** Gameport area port indices ***/
197*4882a593Smuzhiyun /* (only 0x06 of 0x08 bytes saved/restored by Windows driver) */
198*4882a593Smuzhiyun #define AZF_IO_SIZE_GAME		0x08
199*4882a593Smuzhiyun #define AZF_IO_SIZE_GAME_PM		0x06
200*4882a593Smuzhiyun 
201*4882a593Smuzhiyun enum {
202*4882a593Smuzhiyun 	AZF_GAME_LEGACY_IO_PORT = 0x200
203*4882a593Smuzhiyun };
204*4882a593Smuzhiyun 
205*4882a593Smuzhiyun #define IDX_GAME_LEGACY_COMPATIBLE	0x00
206*4882a593Smuzhiyun 	/* in some operation mode, writing anything to this port
207*4882a593Smuzhiyun 	 * triggers an interrupt:
208*4882a593Smuzhiyun 	 * yup, that's in case IDX_GAME_01H has one of the
209*4882a593Smuzhiyun 	 * axis measurement bits enabled
210*4882a593Smuzhiyun 	 * (and of course one needs to have GAME_HWCFG_IRQ_ENABLE, too) */
211*4882a593Smuzhiyun 
212*4882a593Smuzhiyun #define IDX_GAME_AXES_CONFIG            0x01
213*4882a593Smuzhiyun 	/* NOTE: layout of this register awfully similar (read: "identical??")
214*4882a593Smuzhiyun 	 * to AD1815JS.pdf (p.29) */
215*4882a593Smuzhiyun 
216*4882a593Smuzhiyun   /* enables axis 1 (X axis) measurement: */
217*4882a593Smuzhiyun   #define GAME_AXES_ENABLE_1		0x01
218*4882a593Smuzhiyun   /* enables axis 2 (Y axis) measurement: */
219*4882a593Smuzhiyun   #define GAME_AXES_ENABLE_2		0x02
220*4882a593Smuzhiyun   /* enables axis 3 (X axis) measurement: */
221*4882a593Smuzhiyun   #define GAME_AXES_ENABLE_3		0x04
222*4882a593Smuzhiyun   /* enables axis 4 (Y axis) measurement: */
223*4882a593Smuzhiyun   #define GAME_AXES_ENABLE_4		0x08
224*4882a593Smuzhiyun   /* selects the current axis to read the measured value of
225*4882a593Smuzhiyun    * (at IDX_GAME_AXIS_VALUE):
226*4882a593Smuzhiyun    * 00 = axis 1, 01 = axis 2, 10 = axis 3, 11 = axis 4: */
227*4882a593Smuzhiyun   #define GAME_AXES_READ_MASK		0x30
228*4882a593Smuzhiyun   /* enable to have the latch continuously accept ADC values
229*4882a593Smuzhiyun    * (and continuously cause interrupts in case interrupts are enabled);
230*4882a593Smuzhiyun    * AD1815JS.pdf says it's ~16ms interval there: */
231*4882a593Smuzhiyun   #define GAME_AXES_LATCH_ENABLE	0x40
232*4882a593Smuzhiyun   /* joystick data (measured axes) ready for reading: */
233*4882a593Smuzhiyun   #define GAME_AXES_SAMPLING_READY	0x80
234*4882a593Smuzhiyun 
235*4882a593Smuzhiyun   /* NOTE: other card specs (SiS960 and others!) state that the
236*4882a593Smuzhiyun    * game position latches should be frozen when reading and be freed
237*4882a593Smuzhiyun    * (== reset?) after reading!!!
238*4882a593Smuzhiyun    * Freezing most likely means disabling 0x40 (GAME_AXES_LATCH_ENABLE),
239*4882a593Smuzhiyun    *  but how to free the value? */
240*4882a593Smuzhiyun   /* An internet search for "gameport latch ADC" should provide some insight
241*4882a593Smuzhiyun    * into how to program such a gameport system. */
242*4882a593Smuzhiyun 
243*4882a593Smuzhiyun   /* writing 0xf0 to 01H once reset both counters to 0, in some special mode!?
244*4882a593Smuzhiyun    * yup, in case 6AH 0x20 is not enabled
245*4882a593Smuzhiyun    * (and 0x40 is sufficient, 0xf0 is not needed) */
246*4882a593Smuzhiyun 
247*4882a593Smuzhiyun #define IDX_GAME_AXIS_VALUE	0x02
248*4882a593Smuzhiyun 	/* R: value of currently configured axis (word value!);
249*4882a593Smuzhiyun 	 * W: trigger axis measurement */
250*4882a593Smuzhiyun 
251*4882a593Smuzhiyun #define IDX_GAME_HWCONFIG	0x04
252*4882a593Smuzhiyun 	/* note: bits 4 to 7 are never set (== 0) when reading!
253*4882a593Smuzhiyun 	 * --> reserved bits? */
254*4882a593Smuzhiyun   /* enables IRQ notification upon axes measurement ready: */
255*4882a593Smuzhiyun   #define GAME_HWCFG_IRQ_ENABLE			0x01
256*4882a593Smuzhiyun   /* these bits choose a different frequency for the
257*4882a593Smuzhiyun    *  internal ADC counter increment.
258*4882a593Smuzhiyun    * hmm, seems to be a combo of bits:
259*4882a593Smuzhiyun    * 00 --> standard frequency
260*4882a593Smuzhiyun    * 10 --> 1/2
261*4882a593Smuzhiyun    * 01 --> 1/20
262*4882a593Smuzhiyun    * 11 --> 1/200: */
263*4882a593Smuzhiyun   #define GAME_HWCFG_ADC_COUNTER_FREQ_MASK	0x06
264*4882a593Smuzhiyun 
265*4882a593Smuzhiyun   /* FIXME: these values might be reversed... */
266*4882a593Smuzhiyun   #define GAME_HWCFG_ADC_COUNTER_FREQ_STD	0
267*4882a593Smuzhiyun   #define GAME_HWCFG_ADC_COUNTER_FREQ_1_2	1
268*4882a593Smuzhiyun   #define GAME_HWCFG_ADC_COUNTER_FREQ_1_20	2
269*4882a593Smuzhiyun   #define GAME_HWCFG_ADC_COUNTER_FREQ_1_200	3
270*4882a593Smuzhiyun 
271*4882a593Smuzhiyun   /* enable gameport legacy I/O address (0x200)
272*4882a593Smuzhiyun    * I was unable to locate any configurability for a different address: */
273*4882a593Smuzhiyun   #define GAME_HWCFG_LEGACY_ADDRESS_ENABLE	0x08
274*4882a593Smuzhiyun 
275*4882a593Smuzhiyun /*** MPU401 ***/
276*4882a593Smuzhiyun #define AZF_IO_SIZE_MPU		0x04
277*4882a593Smuzhiyun #define AZF_IO_SIZE_MPU_PM	0x04
278*4882a593Smuzhiyun 
279*4882a593Smuzhiyun /*** OPL3 synth ***/
280*4882a593Smuzhiyun /* (only 0x06 of 0x08 bytes saved/restored by Windows driver) */
281*4882a593Smuzhiyun #define AZF_IO_SIZE_OPL3	0x08
282*4882a593Smuzhiyun #define AZF_IO_SIZE_OPL3_PM	0x06
283*4882a593Smuzhiyun /* hmm, given that a standard OPL3 has 4 registers only,
284*4882a593Smuzhiyun  * there might be some enhanced functionality lurking at the end
285*4882a593Smuzhiyun  * (especially since register 0x04 has a "non-empty" value 0xfe) */
286*4882a593Smuzhiyun 
287*4882a593Smuzhiyun /*** mixer I/O area port indices ***/
288*4882a593Smuzhiyun /* (only 0x22 of 0x40 bytes saved/restored by Windows driver)
289*4882a593Smuzhiyun  * UNFORTUNATELY azf3328 is NOT truly AC97 compliant: see main file intro */
290*4882a593Smuzhiyun #define AZF_IO_SIZE_MIXER	0x40
291*4882a593Smuzhiyun #define AZF_IO_SIZE_MIXER_PM	0x22
292*4882a593Smuzhiyun 
293*4882a593Smuzhiyun   #define MIXER_VOLUME_RIGHT_MASK	0x001f
294*4882a593Smuzhiyun   #define MIXER_VOLUME_LEFT_MASK	0x1f00
295*4882a593Smuzhiyun   #define MIXER_MUTE_MASK		0x8000
296*4882a593Smuzhiyun #define IDX_MIXER_RESET		0x00 /* does NOT seem to have AC97 ID bits */
297*4882a593Smuzhiyun #define IDX_MIXER_PLAY_MASTER   0x02
298*4882a593Smuzhiyun #define IDX_MIXER_MODEMOUT      0x04
299*4882a593Smuzhiyun #define IDX_MIXER_BASSTREBLE    0x06
300*4882a593Smuzhiyun   #define MIXER_BASSTREBLE_TREBLE_VOLUME_MASK	0x000e
301*4882a593Smuzhiyun   #define MIXER_BASSTREBLE_BASS_VOLUME_MASK	0x0e00
302*4882a593Smuzhiyun #define IDX_MIXER_PCBEEP        0x08
303*4882a593Smuzhiyun #define IDX_MIXER_MODEMIN       0x0a
304*4882a593Smuzhiyun #define IDX_MIXER_MIC           0x0c
305*4882a593Smuzhiyun   #define MIXER_MIC_MICGAIN_20DB_ENHANCEMENT_MASK	0x0040
306*4882a593Smuzhiyun #define IDX_MIXER_LINEIN        0x0e
307*4882a593Smuzhiyun #define IDX_MIXER_CDAUDIO       0x10
308*4882a593Smuzhiyun #define IDX_MIXER_VIDEO         0x12
309*4882a593Smuzhiyun #define IDX_MIXER_AUX           0x14
310*4882a593Smuzhiyun #define IDX_MIXER_WAVEOUT       0x16
311*4882a593Smuzhiyun #define IDX_MIXER_FMSYNTH       0x18
312*4882a593Smuzhiyun #define IDX_MIXER_REC_SELECT    0x1a
313*4882a593Smuzhiyun   #define MIXER_REC_SELECT_MIC		0x00
314*4882a593Smuzhiyun   #define MIXER_REC_SELECT_CD		0x01
315*4882a593Smuzhiyun   #define MIXER_REC_SELECT_VIDEO	0x02
316*4882a593Smuzhiyun   #define MIXER_REC_SELECT_AUX		0x03
317*4882a593Smuzhiyun   #define MIXER_REC_SELECT_LINEIN	0x04
318*4882a593Smuzhiyun   #define MIXER_REC_SELECT_MIXSTEREO	0x05
319*4882a593Smuzhiyun   #define MIXER_REC_SELECT_MIXMONO	0x06
320*4882a593Smuzhiyun   #define MIXER_REC_SELECT_MONOIN	0x07
321*4882a593Smuzhiyun #define IDX_MIXER_REC_VOLUME    0x1c
322*4882a593Smuzhiyun #define IDX_MIXER_ADVCTL1       0x1e
323*4882a593Smuzhiyun   /* unlisted bits are unmodifiable */
324*4882a593Smuzhiyun   #define MIXER_ADVCTL1_3DWIDTH_MASK	0x000e
325*4882a593Smuzhiyun   #define MIXER_ADVCTL1_HIFI3D_MASK	0x0300 /* yup, this is missing the high bit that official AC97 contains, plus it doesn't have linear bit value range behaviour but instead acts weirdly (possibly we're dealing with two *different* 3D settings here??) */
326*4882a593Smuzhiyun #define IDX_MIXER_ADVCTL2       0x20 /* subset of AC97_GENERAL_PURPOSE reg! */
327*4882a593Smuzhiyun   /* unlisted bits are unmodifiable */
328*4882a593Smuzhiyun   #define MIXER_ADVCTL2_LPBK		0x0080 /* Loopback mode -- Win driver: "WaveOut3DBypass"? mutes WaveOut at LineOut */
329*4882a593Smuzhiyun   #define MIXER_ADVCTL2_MS		0x0100 /* Mic Select 0=Mic1, 1=Mic2 -- Win driver: "ModemOutSelect"?? */
330*4882a593Smuzhiyun   #define MIXER_ADVCTL2_MIX		0x0200 /* Mono output select 0=Mix, 1=Mic; Win driver: "MonoSelectSource"?? */
331*4882a593Smuzhiyun   #define MIXER_ADVCTL2_3D		0x2000 /* 3D Enhancement 1=on */
332*4882a593Smuzhiyun   #define MIXER_ADVCTL2_POP		0x8000 /* Pcm Out Path, 0=pre 3D, 1=post 3D */
333*4882a593Smuzhiyun 
334*4882a593Smuzhiyun #define IDX_MIXER_SOMETHING30H	0x30 /* used, but unknown??? */
335*4882a593Smuzhiyun 
336*4882a593Smuzhiyun /* driver internal flags */
337*4882a593Smuzhiyun #define SET_CHAN_LEFT	1
338*4882a593Smuzhiyun #define SET_CHAN_RIGHT	2
339*4882a593Smuzhiyun 
340*4882a593Smuzhiyun /* helper macro to align I/O port ranges to 32bit I/O width */
341*4882a593Smuzhiyun #define AZF_ALIGN(x) (((x) + 3) & (~3))
342*4882a593Smuzhiyun 
343*4882a593Smuzhiyun #endif /* __SOUND_AZT3328_H  */
344