Moved the XMA decoder out of AudioSystem and into its own world (plus minor code cleanup in the process).
This commit is contained in:
496
src/xenia/apu/xma_decoder.cc
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496
src/xenia/apu/xma_decoder.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/apu/audio_system.h"
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#include "xenia/apu/xma_context.h"
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#include "xenia/apu/xma_decoder.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/ring_buffer.h"
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#include "xenia/base/string_buffer.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/emulator.h"
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#include "xenia/kernel/objects/xthread.h"
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#include "xenia/profiling.h"
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extern "C" {
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#include "libavutil/log.h"
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}
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// As with normal Microsoft, there are like twelve different ways to access
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// the audio APIs. Early games use XMA*() methods almost exclusively to touch
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// decoders. Later games use XAudio*() and direct memory writes to the XMA
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// structures (as opposed to the XMA* calls), meaning that we have to support
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// both.
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//
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// For ease of implementation, most audio related processing is handled in
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// AudioSystem, and the functions here call off to it.
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// The XMA*() functions just manipulate the audio system in the guest context
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// and let the normal AudioSystem handling take it, to prevent duplicate
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// implementations. They can be found in xboxkrnl_audio_xma.cc
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//
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// XMA details:
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// https://devel.nuclex.org/external/svn/directx/trunk/include/xma2defs.h
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// https://github.com/gdawg/fsbext/blob/master/src/xma_header.h
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//
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// XAudio2 uses XMA under the covers, and seems to map with the same
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// restrictions of frame/subframe/etc:
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// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.xaudio2.xaudio2_buffer(v=vs.85).aspx
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//
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// XMA contexts are 64b in size and tight bitfields. They are in physical
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// memory not usually available to games. Games will use MmMapIoSpace to get
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// the 64b pointer in user memory so they can party on it. If the game doesn't
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// do this, it's likely they are either passing the context to XAudio or
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// using the XMA* functions.
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namespace xe {
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namespace apu {
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using namespace xe::cpu;
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XmaDecoder::XmaDecoder(Emulator* emulator)
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: emulator_(emulator),
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memory_(emulator->memory()),
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worker_running_(false) {
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}
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XmaDecoder::~XmaDecoder() {
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}
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void av_log_callback(void *avcl, int level, const char *fmt, va_list va) {
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StringBuffer buff;
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buff.AppendVarargs(fmt, va);
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xe::log_line('i', "libav: %s", buff.GetString());
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}
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X_STATUS XmaDecoder::Setup() {
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processor_ = emulator_->processor();
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// Setup libav logging callback
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av_log_set_callback(av_log_callback);
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// Let the processor know we want register access callbacks.
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emulator_->memory()->AddVirtualMappedRange(
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0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this,
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reinterpret_cast<MMIOReadCallback>(MMIOReadRegisterThunk),
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reinterpret_cast<MMIOWriteCallback>(MMIOWriteRegisterThunk));
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// Setup XMA contexts ptr.
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registers_.context_array_ptr = memory()->SystemHeapAlloc(
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sizeof(XMA_CONTEXT_DATA) * kContextCount, 256, kSystemHeapPhysical);
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// Add all contexts to the free list.
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for (int i = kContextCount - 1; i >= 0; --i) {
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uint32_t ptr = registers_.context_array_ptr + i * sizeof(XMA_CONTEXT_DATA);
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XmaContext& context = context_array_[i];
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context.set_guest_ptr(ptr);
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context.Initialize();
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}
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registers_.next_context = 1;
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worker_running_ = true;
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worker_thread_ =
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kernel::object_ref<kernel::XHostThread>(new kernel::XHostThread(
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emulator()->kernel_state(), 128 * 1024, 0, [this]() {
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WorkerThreadMain();
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return 0;
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}));
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worker_thread_->set_name("XMA Decoder");
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worker_thread_->Create();
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return X_STATUS_SUCCESS;
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}
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void XmaDecoder::WorkerThreadMain() {
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while (worker_running_) {
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// Okay, let's loop through XMA contexts to find ones we need to decode!
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for (uint32_t n = 0; n < kContextCount; n++) {
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XmaContext& context = context_array_[n];
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if (context.in_use() && context.kicked()) {
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context.lock().lock();
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context.set_kicked(false);
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auto context_ptr = memory()->TranslateVirtual(context.guest_ptr());
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XMA_CONTEXT_DATA data(context_ptr);
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ProcessContext(context, data);
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data.Store(context_ptr);
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context.lock().unlock();
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}
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}
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}
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}
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void XmaDecoder::Initialize() {}
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void XmaDecoder::Shutdown() {
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worker_running_ = false;
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worker_fence_.Signal();
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worker_thread_.reset();
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memory()->SystemHeapFree(registers_.context_array_ptr);
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}
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uint32_t XmaDecoder::AllocateContext() {
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std::lock_guard<xe::mutex> lock(lock_);
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for (uint32_t n = 0; n < kContextCount; n++) {
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XmaContext& context = context_array_[n];
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if (!context.in_use()) {
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context.set_in_use(true);
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return context.guest_ptr();
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}
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}
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return 0;
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}
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void XmaDecoder::ReleaseContext(uint32_t guest_ptr) {
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std::lock_guard<xe::mutex> lock(lock_);
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// Find it in the list.
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for (uint32_t n = 0; n < kContextCount; n++) {
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XmaContext& context = context_array_[n];
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if (context.guest_ptr() == guest_ptr) {
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// Found it!
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// Lock it in case the decoder thread is working on it now
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context.lock().lock();
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context.set_in_use(false);
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auto context_ptr = memory()->TranslateVirtual(guest_ptr);
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std::memset(context_ptr, 0, sizeof(XMA_CONTEXT_DATA)); // Zero it.
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context.DiscardPacket();
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context.lock().unlock();
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break;
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}
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}
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}
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bool XmaDecoder::BlockOnContext(uint32_t guest_ptr, bool poll) {
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std::lock_guard<xe::mutex> lock(lock_);
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for (uint32_t n = 0; n < kContextCount; n++) {
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XmaContext& context = context_array_[n];
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if (context.guest_ptr() == guest_ptr) {
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if (!context.lock().try_lock()) {
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if (poll) {
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return false;
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}
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context.lock().lock();
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}
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context.lock().unlock();
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return true;
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}
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}
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return true;
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}
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void XmaDecoder::ProcessContext(XmaContext& context, XMA_CONTEXT_DATA& data) {
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SCOPE_profile_cpu_f("apu");
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// What I see:
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// XMA outputs 2 bytes per sample
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// 512 samples per frame (128 per subframe)
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// Max output size is data.output_buffer_block_count * 256
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// This decoder is fed packets (max 4095 per buffer)
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// Packets contain "some" frames
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// 32bit header (big endian)
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// Frames are the smallest thing the SPUs can decode.
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// They usually can span packets (libav handles this)
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// Sample rates (data.sample_rate):
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// 0 - 24 kHz ?
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// 1 - 32 kHz
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// 2 - 44.1 kHz ?
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// 3 - 48 kHz ?
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// SPUs also support stereo decoding. (data.is_stereo)
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// Check the output buffer - we cannot decode anything else if it's
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// unavailable.
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if (!data.output_buffer_valid) {
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return;
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}
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// Translate this for future use.
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uint8_t* output_buffer = memory()->TranslatePhysical(data.output_buffer_ptr);
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// Output buffers are in raw PCM samples, 256 bytes per block.
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// Output buffer is a ring buffer. We need to write from the write offset
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// to the read offset.
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uint32_t output_capacity = data.output_buffer_block_count * 256;
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uint32_t output_read_offset = data.output_buffer_read_offset * 256;
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uint32_t output_write_offset = data.output_buffer_write_offset * 256;
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RingBuffer output_rb(output_buffer, output_capacity);
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output_rb.set_read_offset(output_read_offset);
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output_rb.set_write_offset(output_write_offset);
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size_t output_remaining_bytes = output_rb.write_count();
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// Decode until we can't write any more data.
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while (output_remaining_bytes > 0) {
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// This'll copy audio samples into the output buffer.
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// The samples need to be 2 bytes long!
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// Copies one frame at a time, so keep calling this until size == 0
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int read_bytes = 0;
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int decode_attempts_remaining = 3;
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uint8_t work_buffer[XMA_CONTEXT_DATA::kOutputMaxSizeBytes];
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while (decode_attempts_remaining) {
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read_bytes = context.DecodePacket(work_buffer, 0,
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output_remaining_bytes);
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if (read_bytes >= 0) {
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//assert_true((read_bytes % 256) == 0);
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auto written_bytes = output_rb.Write(work_buffer, read_bytes);
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assert_true(read_bytes == written_bytes);
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// Ok.
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break;
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} else {
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// Sometimes the decoder will fail on a packet. I think it's
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// looking for cross-packet frames and failing. If you run it again
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// on the same packet it'll work though.
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--decode_attempts_remaining;
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}
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}
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if (!decode_attempts_remaining) {
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XELOGAPU("AudioSystem: libav failed to decode packet (returned %.8X)", -read_bytes);
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// Failed out.
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if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
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// There's new data available - maybe we'll be ok if we decode it?
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read_bytes = 0;
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context.DiscardPacket();
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} else {
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// No data and hosed - bail.
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break;
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}
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}
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data.output_buffer_write_offset = output_rb.write_offset() / 256;
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output_remaining_bytes -= read_bytes;
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// If we need more data and the input buffers have it, grab it.
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if (read_bytes) {
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// Haven't finished with current packet.
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continue;
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} else if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
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// Done with previous packet, so grab a new one.
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int ret = PreparePacket(context, data);
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if (ret <= 0) {
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// No more data (but may have prepared a packet)
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data.input_buffer_0_valid = 0;
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data.input_buffer_1_valid = 0;
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}
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} else {
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// Decoder is out of data and there's no more to give.
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break;
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}
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}
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// The game will kick us again with a new output buffer later.
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data.output_buffer_valid = 0;
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}
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int XmaDecoder::PreparePacket(XmaContext &context, XMA_CONTEXT_DATA &data) {
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// Translate pointers for future use.
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uint8_t* in0 = data.input_buffer_0_valid
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? memory()->TranslatePhysical(data.input_buffer_0_ptr)
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: nullptr;
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uint8_t* in1 = data.input_buffer_1_valid
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? memory()->TranslatePhysical(data.input_buffer_1_ptr)
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: nullptr;
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int sample_rate = 0;
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if (data.sample_rate == 0) {
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sample_rate = 24000;
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} else if (data.sample_rate == 1) {
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sample_rate = 32000;
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} else if (data.sample_rate == 2) {
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sample_rate = 44100;
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} else if (data.sample_rate == 3) {
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sample_rate = 48000;
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}
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int channels = data.is_stereo ? 2 : 1;
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// See if we've finished with the input.
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// Block count is in packets, so expand by packet size.
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uint32_t input_size_0_bytes = (data.input_buffer_0_packet_count) * 2048;
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uint32_t input_size_1_bytes = (data.input_buffer_1_packet_count) * 2048;
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// Total input size
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uint32_t input_size_bytes = input_size_0_bytes + input_size_1_bytes;
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// Input read offset is in bits. Typically starts at 32 (4 bytes).
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// "Sequence" offset - used internally for WMA Pro decoder.
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// Just the read offset.
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uint32_t seq_offset_bytes = (data.input_buffer_read_offset & ~0x7FF) / 8;
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uint32_t input_remaining_bytes = input_size_bytes - seq_offset_bytes;
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if (seq_offset_bytes < input_size_bytes) {
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// Setup input offset and input buffer.
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uint32_t input_offset_bytes = seq_offset_bytes;
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auto input_buffer = in0;
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if (seq_offset_bytes >= input_size_0_bytes) {
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// Size overlap, select input buffer 1.
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// TODO: This needs testing.
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input_offset_bytes -= input_size_0_bytes;
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input_buffer = in1;
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}
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// Still have data to read.
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auto packet = input_buffer + input_offset_bytes;
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assert_true(input_offset_bytes % 2048 == 0);
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context.PreparePacket(packet, seq_offset_bytes,
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XMA_CONTEXT_DATA::kBytesPerPacket,
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sample_rate, channels);
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data.input_buffer_read_offset += XMA_CONTEXT_DATA::kBytesPerPacket * 8;
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input_remaining_bytes -= XMA_CONTEXT_DATA::kBytesPerPacket;
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if (input_remaining_bytes <= 0) {
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// Used the last of the data but prepared a packet
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return 0;
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}
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} else {
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// No more data available and no packet prepared.
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return -1;
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}
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return input_remaining_bytes;
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}
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// free60 may be useful here, however it looks like it's using a different
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// piece of hardware:
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// https://github.com/Free60Project/libxenon/blob/master/libxenon/drivers/xenon_sound/sound.c
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uint64_t XmaDecoder::ReadRegister(uint32_t addr) {
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uint32_t r = addr & 0xFFFF;
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XELOGAPU("ReadRegister(%.4X)", r);
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// 1800h is read on startup and stored -- context? buffers?
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// 1818h is read during a lock?
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assert_true(r % 4 == 0);
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uint32_t value = register_file_[r / 4];
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// 1818 is rotating context processing # set to hardware ID of context being
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// processed.
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// If bit 200h is set, the locking code will possibly collide on hardware IDs
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// and error out, so we should never set it (I think?).
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if (r == 0x1818) {
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// To prevent games from seeing a stuck XMA context, return a rotating
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// number
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registers_.current_context = registers_.next_context;
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registers_.next_context = (registers_.next_context + 1) % kContextCount;
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value = registers_.current_context;
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}
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value = xe::byte_swap(value);
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return value;
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}
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void XmaDecoder::WriteRegister(uint32_t addr, uint64_t value) {
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SCOPE_profile_cpu_f("apu");
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uint32_t r = addr & 0xFFFF;
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value = xe::byte_swap(uint32_t(value));
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XELOGAPU("WriteRegister(%.4X, %.8X)", r, value);
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// 1804h is written to with 0x02000000 and 0x03000000 around a lock operation
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assert_true(r % 4 == 0);
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register_file_[r / 4] = uint32_t(value);
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if (r >= 0x1940 && r <= 0x1940 + 9 * 4) {
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// Context kick command.
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// This will kick off the given hardware contexts.
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// Basically, this kicks the SPU and says "hey, decode that audio!"
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// XMAEnableContext
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// The context ID is a bit in the range of the entire context array.
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for (int i = 0; value && i < 32; ++i) {
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if (value & 1) {
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uint32_t context_id = i + (r - 0x1940) / 4 * 32;
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XmaContext& context = context_array_[context_id];
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context.lock().lock();
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auto context_ptr = memory()->TranslateVirtual(context.guest_ptr());
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XMA_CONTEXT_DATA data(context_ptr);
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XELOGAPU("AudioSystem: kicking context %d (%d/%d bytes)", context_id,
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(data.input_buffer_read_offset & ~0x7FF) / 8,
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(data.input_buffer_0_packet_count + data.input_buffer_1_packet_count)
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* XMA_CONTEXT_DATA::kBytesPerPacket);
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// Reset valid flags so our audio decoder knows to process this one.
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data.input_buffer_0_valid = data.input_buffer_0_ptr != 0;
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data.input_buffer_1_valid = data.input_buffer_1_ptr != 0;
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data.Store(context_ptr);
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context.set_kicked(true);
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context.lock().unlock();
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}
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value >>= 1;
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}
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// Signal the decoder thread to start processing.
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worker_fence_.Signal();
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} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
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// Context lock command.
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// This requests a lock by flagging the context.
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// XMADisableContext
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for (int i = 0; value && i < 32; ++i) {
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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
|
||||
Reference in New Issue
Block a user