Moved the XMA decoder out of AudioSystem and into its own world (plus minor code cleanup in the process).

This commit is contained in:
gibbed
2015-06-21 02:25:24 -05:00
parent 736dba5aca
commit 021b5a3d17
13 changed files with 858 additions and 732 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/apu/audio_system.h"
#include "xenia/apu/xma_context.h"
#include "xenia/apu/xma_decoder.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/ring_buffer.h"
#include "xenia/base/string_buffer.h"
#include "xenia/cpu/processor.h"
#include "xenia/cpu/thread_state.h"
#include "xenia/emulator.h"
#include "xenia/kernel/objects/xthread.h"
#include "xenia/profiling.h"
extern "C" {
#include "libavutil/log.h"
}
// As with normal Microsoft, there are like twelve different ways to access
// the audio APIs. Early games use XMA*() methods almost exclusively to touch
// decoders. Later games use XAudio*() and direct memory writes to the XMA
// structures (as opposed to the XMA* calls), meaning that we have to support
// both.
//
// For ease of implementation, most audio related processing is handled in
// AudioSystem, and the functions here call off to it.
// The XMA*() functions just manipulate the audio system in the guest context
// and let the normal AudioSystem handling take it, to prevent duplicate
// implementations. They can be found in xboxkrnl_audio_xma.cc
//
// XMA details:
// https://devel.nuclex.org/external/svn/directx/trunk/include/xma2defs.h
// https://github.com/gdawg/fsbext/blob/master/src/xma_header.h
//
// XAudio2 uses XMA under the covers, and seems to map with the same
// restrictions of frame/subframe/etc:
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.xaudio2.xaudio2_buffer(v=vs.85).aspx
//
// XMA contexts are 64b in size and tight bitfields. They are in physical
// memory not usually available to games. Games will use MmMapIoSpace to get
// the 64b pointer in user memory so they can party on it. If the game doesn't
// do this, it's likely they are either passing the context to XAudio or
// using the XMA* functions.
namespace xe {
namespace apu {
using namespace xe::cpu;
XmaDecoder::XmaDecoder(Emulator* emulator)
: emulator_(emulator),
memory_(emulator->memory()),
worker_running_(false) {
}
XmaDecoder::~XmaDecoder() {
}
void av_log_callback(void *avcl, int level, const char *fmt, va_list va) {
StringBuffer buff;
buff.AppendVarargs(fmt, va);
xe::log_line('i', "libav: %s", buff.GetString());
}
X_STATUS XmaDecoder::Setup() {
processor_ = emulator_->processor();
// Setup libav logging callback
av_log_set_callback(av_log_callback);
// Let the processor know we want register access callbacks.
emulator_->memory()->AddVirtualMappedRange(
0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this,
reinterpret_cast<MMIOReadCallback>(MMIOReadRegisterThunk),
reinterpret_cast<MMIOWriteCallback>(MMIOWriteRegisterThunk));
// Setup XMA contexts ptr.
registers_.context_array_ptr = memory()->SystemHeapAlloc(
sizeof(XMA_CONTEXT_DATA) * kContextCount, 256, kSystemHeapPhysical);
// Add all contexts to the free list.
for (int i = kContextCount - 1; i >= 0; --i) {
uint32_t ptr = registers_.context_array_ptr + i * sizeof(XMA_CONTEXT_DATA);
XmaContext& context = context_array_[i];
context.set_guest_ptr(ptr);
context.Initialize();
}
registers_.next_context = 1;
worker_running_ = true;
worker_thread_ =
kernel::object_ref<kernel::XHostThread>(new kernel::XHostThread(
emulator()->kernel_state(), 128 * 1024, 0, [this]() {
WorkerThreadMain();
return 0;
}));
worker_thread_->set_name("XMA Decoder");
worker_thread_->Create();
return X_STATUS_SUCCESS;
}
void XmaDecoder::WorkerThreadMain() {
while (worker_running_) {
// Okay, let's loop through XMA contexts to find ones we need to decode!
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = context_array_[n];
if (context.in_use() && context.kicked()) {
context.lock().lock();
context.set_kicked(false);
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr());
XMA_CONTEXT_DATA data(context_ptr);
ProcessContext(context, data);
data.Store(context_ptr);
context.lock().unlock();
}
}
}
}
void XmaDecoder::Initialize() {}
void XmaDecoder::Shutdown() {
worker_running_ = false;
worker_fence_.Signal();
worker_thread_.reset();
memory()->SystemHeapFree(registers_.context_array_ptr);
}
uint32_t XmaDecoder::AllocateContext() {
std::lock_guard<xe::mutex> lock(lock_);
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = context_array_[n];
if (!context.in_use()) {
context.set_in_use(true);
return context.guest_ptr();
}
}
return 0;
}
void XmaDecoder::ReleaseContext(uint32_t guest_ptr) {
std::lock_guard<xe::mutex> lock(lock_);
// Find it in the list.
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = context_array_[n];
if (context.guest_ptr() == guest_ptr) {
// Found it!
// Lock it in case the decoder thread is working on it now
context.lock().lock();
context.set_in_use(false);
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
std::memset(context_ptr, 0, sizeof(XMA_CONTEXT_DATA)); // Zero it.
context.DiscardPacket();
context.lock().unlock();
break;
}
}
}
bool XmaDecoder::BlockOnContext(uint32_t guest_ptr, bool poll) {
std::lock_guard<xe::mutex> lock(lock_);
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = context_array_[n];
if (context.guest_ptr() == guest_ptr) {
if (!context.lock().try_lock()) {
if (poll) {
return false;
}
context.lock().lock();
}
context.lock().unlock();
return true;
}
}
return true;
}
void XmaDecoder::ProcessContext(XmaContext& context, XMA_CONTEXT_DATA& data) {
SCOPE_profile_cpu_f("apu");
// What I see:
// XMA outputs 2 bytes per sample
// 512 samples per frame (128 per subframe)
// Max output size is data.output_buffer_block_count * 256
// This decoder is fed packets (max 4095 per buffer)
// Packets contain "some" frames
// 32bit header (big endian)
// Frames are the smallest thing the SPUs can decode.
// They usually can span packets (libav handles this)
// Sample rates (data.sample_rate):
// 0 - 24 kHz ?
// 1 - 32 kHz
// 2 - 44.1 kHz ?
// 3 - 48 kHz ?
// SPUs also support stereo decoding. (data.is_stereo)
// Check the output buffer - we cannot decode anything else if it's
// unavailable.
if (!data.output_buffer_valid) {
return;
}
// Translate this for future use.
uint8_t* output_buffer = memory()->TranslatePhysical(data.output_buffer_ptr);
// Output buffers are in raw PCM samples, 256 bytes per block.
// Output buffer is a ring buffer. We need to write from the write offset
// to the read offset.
uint32_t output_capacity = data.output_buffer_block_count * 256;
uint32_t output_read_offset = data.output_buffer_read_offset * 256;
uint32_t output_write_offset = data.output_buffer_write_offset * 256;
RingBuffer output_rb(output_buffer, output_capacity);
output_rb.set_read_offset(output_read_offset);
output_rb.set_write_offset(output_write_offset);
size_t output_remaining_bytes = output_rb.write_count();
// Decode until we can't write any more data.
while (output_remaining_bytes > 0) {
// This'll copy audio samples into the output buffer.
// The samples need to be 2 bytes long!
// Copies one frame at a time, so keep calling this until size == 0
int read_bytes = 0;
int decode_attempts_remaining = 3;
uint8_t work_buffer[XMA_CONTEXT_DATA::kOutputMaxSizeBytes];
while (decode_attempts_remaining) {
read_bytes = context.DecodePacket(work_buffer, 0,
output_remaining_bytes);
if (read_bytes >= 0) {
//assert_true((read_bytes % 256) == 0);
auto written_bytes = output_rb.Write(work_buffer, read_bytes);
assert_true(read_bytes == written_bytes);
// Ok.
break;
} else {
// Sometimes the decoder will fail on a packet. I think it's
// looking for cross-packet frames and failing. If you run it again
// on the same packet it'll work though.
--decode_attempts_remaining;
}
}
if (!decode_attempts_remaining) {
XELOGAPU("AudioSystem: libav failed to decode packet (returned %.8X)", -read_bytes);
// Failed out.
if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
// There's new data available - maybe we'll be ok if we decode it?
read_bytes = 0;
context.DiscardPacket();
} else {
// No data and hosed - bail.
break;
}
}
data.output_buffer_write_offset = output_rb.write_offset() / 256;
output_remaining_bytes -= read_bytes;
// If we need more data and the input buffers have it, grab it.
if (read_bytes) {
// Haven't finished with current packet.
continue;
} else if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
// Done with previous packet, so grab a new one.
int ret = PreparePacket(context, data);
if (ret <= 0) {
// No more data (but may have prepared a packet)
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
}
} else {
// Decoder is out of data and there's no more to give.
break;
}
}
// The game will kick us again with a new output buffer later.
data.output_buffer_valid = 0;
}
int XmaDecoder::PreparePacket(XmaContext &context, XMA_CONTEXT_DATA &data) {
// Translate pointers for future use.
uint8_t* in0 = data.input_buffer_0_valid
? memory()->TranslatePhysical(data.input_buffer_0_ptr)
: nullptr;
uint8_t* in1 = data.input_buffer_1_valid
? memory()->TranslatePhysical(data.input_buffer_1_ptr)
: nullptr;
int sample_rate = 0;
if (data.sample_rate == 0) {
sample_rate = 24000;
} else if (data.sample_rate == 1) {
sample_rate = 32000;
} else if (data.sample_rate == 2) {
sample_rate = 44100;
} else if (data.sample_rate == 3) {
sample_rate = 48000;
}
int channels = data.is_stereo ? 2 : 1;
// See if we've finished with the input.
// Block count is in packets, so expand by packet size.
uint32_t input_size_0_bytes = (data.input_buffer_0_packet_count) * 2048;
uint32_t input_size_1_bytes = (data.input_buffer_1_packet_count) * 2048;
// Total input size
uint32_t input_size_bytes = input_size_0_bytes + input_size_1_bytes;
// Input read offset is in bits. Typically starts at 32 (4 bytes).
// "Sequence" offset - used internally for WMA Pro decoder.
// Just the read offset.
uint32_t seq_offset_bytes = (data.input_buffer_read_offset & ~0x7FF) / 8;
uint32_t input_remaining_bytes = input_size_bytes - seq_offset_bytes;
if (seq_offset_bytes < input_size_bytes) {
// Setup input offset and input buffer.
uint32_t input_offset_bytes = seq_offset_bytes;
auto input_buffer = in0;
if (seq_offset_bytes >= input_size_0_bytes) {
// Size overlap, select input buffer 1.
// TODO: This needs testing.
input_offset_bytes -= input_size_0_bytes;
input_buffer = in1;
}
// Still have data to read.
auto packet = input_buffer + input_offset_bytes;
assert_true(input_offset_bytes % 2048 == 0);
context.PreparePacket(packet, seq_offset_bytes,
XMA_CONTEXT_DATA::kBytesPerPacket,
sample_rate, channels);
data.input_buffer_read_offset += XMA_CONTEXT_DATA::kBytesPerPacket * 8;
input_remaining_bytes -= XMA_CONTEXT_DATA::kBytesPerPacket;
if (input_remaining_bytes <= 0) {
// Used the last of the data but prepared a packet
return 0;
}
} else {
// No more data available and no packet prepared.
return -1;
}
return input_remaining_bytes;
}
// free60 may be useful here, however it looks like it's using a different
// piece of hardware:
// https://github.com/Free60Project/libxenon/blob/master/libxenon/drivers/xenon_sound/sound.c
uint64_t XmaDecoder::ReadRegister(uint32_t addr) {
uint32_t r = addr & 0xFFFF;
XELOGAPU("ReadRegister(%.4X)", r);
// 1800h is read on startup and stored -- context? buffers?
// 1818h is read during a lock?
assert_true(r % 4 == 0);
uint32_t value = register_file_[r / 4];
// 1818 is rotating context processing # set to hardware ID of context being
// processed.
// If bit 200h is set, the locking code will possibly collide on hardware IDs
// and error out, so we should never set it (I think?).
if (r == 0x1818) {
// To prevent games from seeing a stuck XMA context, return a rotating
// number
registers_.current_context = registers_.next_context;
registers_.next_context = (registers_.next_context + 1) % kContextCount;
value = registers_.current_context;
}
value = xe::byte_swap(value);
return value;
}
void XmaDecoder::WriteRegister(uint32_t addr, uint64_t value) {
SCOPE_profile_cpu_f("apu");
uint32_t r = addr & 0xFFFF;
value = xe::byte_swap(uint32_t(value));
XELOGAPU("WriteRegister(%.4X, %.8X)", r, value);
// 1804h is written to with 0x02000000 and 0x03000000 around a lock operation
assert_true(r % 4 == 0);
register_file_[r / 4] = uint32_t(value);
if (r >= 0x1940 && r <= 0x1940 + 9 * 4) {
// Context kick command.
// This will kick off the given hardware contexts.
// Basically, this kicks the SPU and says "hey, decode that audio!"
// XMAEnableContext
// The context ID is a bit in the range of the entire context array.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1940) / 4 * 32;
XmaContext& context = context_array_[context_id];
context.lock().lock();
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr());
XMA_CONTEXT_DATA data(context_ptr);
XELOGAPU("AudioSystem: kicking context %d (%d/%d bytes)", context_id,
(data.input_buffer_read_offset & ~0x7FF) / 8,
(data.input_buffer_0_packet_count + data.input_buffer_1_packet_count)
* XMA_CONTEXT_DATA::kBytesPerPacket);
// Reset valid flags so our audio decoder knows to process this one.
data.input_buffer_0_valid = data.input_buffer_0_ptr != 0;
data.input_buffer_1_valid = data.input_buffer_1_ptr != 0;
data.Store(context_ptr);
context.set_kicked(true);
context.lock().unlock();
}
value >>= 1;
}
// Signal the decoder thread to start processing.
worker_fence_.Signal();
} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
// Context lock command.
// This requests a lock by flagging the context.
// XMADisableContext
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1A40) / 4 * 32;
XELOGAPU("AudioSystem: set context lock %d", context_id);
}
value >>= 1;
}
// Signal the decoder thread to start processing.
worker_fence_.Signal();
} else if (r >= 0x1A80 && r <= 0x1A80 + 9 * 4) {
// Context clear command.
// This will reset the given hardware contexts.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1A80) / 4 * 32;
XmaContext& context = context_array_[context_id];
XELOGAPU("AudioSystem: reset context %d", context_id);
context.lock().lock();
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr());
XMA_CONTEXT_DATA data(context_ptr);
context.DiscardPacket();
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
data.output_buffer_valid = 0;
data.output_buffer_read_offset = 0;
data.output_buffer_write_offset = 0;
data.Store(context_ptr);
context.lock().unlock();
}
value >>= 1;
}
} else {
value = value;
}
}
} // namespace apu
} // namespace xe