XMA hardware spoofing when using direct register access.
This works for recent games that don't use the XMA* methods. Upcoming CLs will add the XMA* method shims forthcoming.
This commit is contained in:
@@ -8,28 +8,62 @@
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*/
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#include "xenia/apu/audio_system.h"
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#include "xenia/apu/audio_driver.h"
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#include "poly/poly.h"
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#include "xenia/apu/audio_driver.h"
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#include "xenia/emulator.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/xenon_thread_state.h"
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using namespace xe;
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using namespace xe::apu;
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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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// Size of a hardware XMA context.
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const uint32_t kXmaContextSize = 64;
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// Total number of XMA contexts available.
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const uint32_t kXmaContextCount = 320;
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AudioSystem::AudioSystem(Emulator* emulator)
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: emulator_(emulator), memory_(emulator->memory()), running_(false) {
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memset(clients_, 0, sizeof(clients_));
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for (size_t i = 0; i < maximum_client_count_; ++i) {
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client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
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unused_clients_.push(i);
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}
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for (size_t i = 0; i < poly::countof(client_wait_handles_); ++i) {
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client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
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}
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}
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AudioSystem::~AudioSystem() {
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for (size_t i = 0; i < maximum_client_count_; ++i) {
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for (size_t i = 0; i < poly::countof(client_wait_handles_); ++i) {
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CloseHandle(client_wait_handles_[i]);
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}
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}
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@@ -43,12 +77,22 @@ X_STATUS AudioSystem::Setup() {
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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_.xma_context_array_ptr = uint32_t(
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memory()->HeapAlloc(0, kXmaContextSize * kXmaContextCount,
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MEMORY_FLAG_PHYSICAL | MEMORY_FLAG_ZERO, 256));
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// Add all contexts to the free list.
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for (int i = kXmaContextCount - 1; i >= 0; --i) {
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xma_context_free_list_.push_back(registers_.xma_context_array_ptr +
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i * kXmaContextSize);
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}
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registers_.next_context = 1;
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// Setup worker thread state. This lets us make calls into guest code.
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thread_state_ =
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new XenonThreadState(emulator_->processor()->runtime(), 0, 16 * 1024, 0);
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thread_state_->set_name("Audio Worker");
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thread_block_ =
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(uint32_t)memory_->HeapAlloc(0, 2048, MEMORY_FLAG_ZERO);
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thread_block_ = (uint32_t)memory()->HeapAlloc(0, 2048, MEMORY_FLAG_ZERO);
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thread_state_->context()->r[13] = thread_block_;
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// Create worker thread.
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@@ -72,12 +116,12 @@ void AudioSystem::ThreadStart() {
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// Main run loop.
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while (running_) {
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auto result = WaitForMultipleObjectsEx(
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maximum_client_count_, client_wait_handles_, FALSE, INFINITE, FALSE);
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if (result == WAIT_FAILED) {
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DWORD err = GetLastError();
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assert_always();
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break;
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auto result =
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WaitForMultipleObjectsEx(DWORD(poly::countof(client_wait_handles_)),
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client_wait_handles_, FALSE, INFINITE, FALSE);
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if (result == WAIT_FAILED ||
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result == WAIT_OBJECT_0 + maximum_client_count_) {
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continue;
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}
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size_t pumped = 0;
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@@ -121,10 +165,38 @@ void AudioSystem::Initialize() {}
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void AudioSystem::Shutdown() {
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running_ = false;
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ResetEvent(client_wait_handles_[maximum_client_count_]);
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thread_.join();
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delete thread_state_;
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memory()->HeapFree(thread_block_, 0);
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memory()->HeapFree(registers_.xma_context_array_ptr, 0);
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}
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uint32_t AudioSystem::AllocateXmaContext() {
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std::lock_guard<std::mutex> lock(lock_);
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if (xma_context_free_list_.empty()) {
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// No contexts available.
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return 0;
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}
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auto guest_ptr = xma_context_free_list_.back();
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xma_context_free_list_.pop_back();
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auto context_ptr = memory()->Translate(guest_ptr);
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// Initialize?
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return guest_ptr;
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}
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void AudioSystem::ReleaseXmaContext(uint32_t guest_ptr) {
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std::lock_guard<std::mutex> lock(lock_);
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auto context_ptr = memory()->Translate(guest_ptr);
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std::memset(context_ptr, 0, kXmaContextSize);
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xma_context_free_list_.push_back(guest_ptr);
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}
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X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
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@@ -176,6 +248,7 @@ void AudioSystem::UnregisterClient(size_t index) {
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DestroyDriver(clients_[index].driver);
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clients_[index] = {0};
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unused_clients_.push(index);
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ResetEvent(client_wait_handles_[index]);
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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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@@ -187,11 +260,88 @@ uint64_t AudioSystem::ReadRegister(uint64_t addr) {
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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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return 0;
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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 =
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(registers_.next_context + 1) % kXmaContextCount;
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value = registers_.current_context;
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}
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value = poly::byte_swap(value);
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return value;
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}
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void AudioSystem::WriteRegister(uint64_t addr, uint64_t value) {
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uint32_t r = addr & 0xFFFF;
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value = poly::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 <= 0x1949) {
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// Context kick command.
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// This will kick off the given hardware contexts.
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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) * 32;
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XELOGD("AudioSystem: kicking context %d", context_id);
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// Games check bits 20/21 of context[0].
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// If both bits are set buffer full, otherwise room available.
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// Right after a kick we always set buffers to invalid so games keep
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// feeding data.
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uint32_t guest_ptr = registers_.xma_context_array_ptr + context_id * kXmaContextSize;
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auto context_ptr = memory()->Translate(guest_ptr);
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uint32_t dword0 = poly::load_and_swap<uint32_t>(context_ptr + 0);
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bool has_valid_input = (dword0 & 0x00300000) != 0;
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if (has_valid_input) {
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dword0 = dword0 & ~0x00300000;
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poly::store_and_swap<uint32_t>(context_ptr + 0, dword0);
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// Set output buffer to invalid.
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uint32_t dword1 = poly::load_and_swap<uint32_t>(context_ptr + 4);
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dword1 = dword1 & ~0x80000000;
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poly::store_and_swap<uint32_t>(context_ptr + 4, dword1);
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}
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}
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value >>= 1;
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}
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} else if (r >= 0x1A40 && r <= 0x1A49) {
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// Context lock command.
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// This requests a lock by flagging the context.
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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 - 0x1A40) * 32;
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XELOGD("AudioSystem: set context lock %d", context_id);
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// TODO(benvanik): set lock?
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}
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value >>= 1;
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}
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} else if (r >= 0x1A80 && r <= 0x1A89) {
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// Context clear command.
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// This will reset the given hardware contexts.
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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 - 0x1A80) * 32;
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XELOGD("AudioSystem: reset context %d", context_id);
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// TODO(benvanik): something?
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}
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value >>= 1;
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}
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} else {
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value = value;
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}
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}
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} // namespace apu
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} // namespace xe
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@@ -35,6 +35,9 @@ class AudioSystem {
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virtual X_STATUS Setup();
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virtual void Shutdown();
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uint32_t AllocateXmaContext();
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void ReleaseXmaContext(uint32_t guest_ptr);
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X_STATUS RegisterClient(uint32_t callback, uint32_t callback_arg,
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size_t* out_index);
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void UnregisterClient(size_t index);
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@@ -75,6 +78,28 @@ class AudioSystem {
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std::mutex lock_;
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// Stored little endian, accessed through 0x7FEA....
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union {
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struct {
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union {
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struct {
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uint8_t ignored0[0x1800];
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// 1800h; points to guest-space physical block of 320 contexts.
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uint32_t xma_context_array_ptr;
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};
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struct {
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uint8_t ignored1[0x1818];
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// 1818h; current context ID.
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uint32_t current_context;
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// 181Ch; next context ID to process.
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uint32_t next_context;
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};
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};
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} registers_;
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uint32_t register_file_[0xFFFF / 4];
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};
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std::vector<uint32_t> xma_context_free_list_;
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static const size_t maximum_client_count_ = 8;
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struct {
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@@ -83,7 +108,8 @@ class AudioSystem {
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uint32_t callback_arg;
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uint32_t wrapped_callback_arg;
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} clients_[maximum_client_count_];
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HANDLE client_wait_handles_[maximum_client_count_];
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// Last handle is always there in case we have no clients.
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HANDLE client_wait_handles_[maximum_client_count_ + 1];
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std::queue<size_t> unused_clients_;
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};
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