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:
Ben Vanik
2015-02-16 17:18:07 -08:00
parent b0e62d8aeb
commit 50b0746a26
9 changed files with 383 additions and 56 deletions

View File

@@ -8,28 +8,62 @@
*/
#include "xenia/apu/audio_system.h"
#include "xenia/apu/audio_driver.h"
#include "poly/poly.h"
#include "xenia/apu/audio_driver.h"
#include "xenia/emulator.h"
#include "xenia/cpu/processor.h"
#include "xenia/cpu/xenon_thread_state.h"
using namespace xe;
using namespace xe::apu;
// 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;
// Size of a hardware XMA context.
const uint32_t kXmaContextSize = 64;
// Total number of XMA contexts available.
const uint32_t kXmaContextCount = 320;
AudioSystem::AudioSystem(Emulator* emulator)
: emulator_(emulator), memory_(emulator->memory()), running_(false) {
memset(clients_, 0, sizeof(clients_));
for (size_t i = 0; i < maximum_client_count_; ++i) {
client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
unused_clients_.push(i);
}
for (size_t i = 0; i < poly::countof(client_wait_handles_); ++i) {
client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
}
}
AudioSystem::~AudioSystem() {
for (size_t i = 0; i < maximum_client_count_; ++i) {
for (size_t i = 0; i < poly::countof(client_wait_handles_); ++i) {
CloseHandle(client_wait_handles_[i]);
}
}
@@ -43,12 +77,22 @@ X_STATUS AudioSystem::Setup() {
reinterpret_cast<MMIOReadCallback>(MMIOReadRegisterThunk),
reinterpret_cast<MMIOWriteCallback>(MMIOWriteRegisterThunk));
// Setup XMA contexts ptr.
registers_.xma_context_array_ptr = uint32_t(
memory()->HeapAlloc(0, kXmaContextSize * kXmaContextCount,
MEMORY_FLAG_PHYSICAL | MEMORY_FLAG_ZERO, 256));
// Add all contexts to the free list.
for (int i = kXmaContextCount - 1; i >= 0; --i) {
xma_context_free_list_.push_back(registers_.xma_context_array_ptr +
i * kXmaContextSize);
}
registers_.next_context = 1;
// Setup worker thread state. This lets us make calls into guest code.
thread_state_ =
new XenonThreadState(emulator_->processor()->runtime(), 0, 16 * 1024, 0);
thread_state_->set_name("Audio Worker");
thread_block_ =
(uint32_t)memory_->HeapAlloc(0, 2048, MEMORY_FLAG_ZERO);
thread_block_ = (uint32_t)memory()->HeapAlloc(0, 2048, MEMORY_FLAG_ZERO);
thread_state_->context()->r[13] = thread_block_;
// Create worker thread.
@@ -72,12 +116,12 @@ void AudioSystem::ThreadStart() {
// Main run loop.
while (running_) {
auto result = WaitForMultipleObjectsEx(
maximum_client_count_, client_wait_handles_, FALSE, INFINITE, FALSE);
if (result == WAIT_FAILED) {
DWORD err = GetLastError();
assert_always();
break;
auto result =
WaitForMultipleObjectsEx(DWORD(poly::countof(client_wait_handles_)),
client_wait_handles_, FALSE, INFINITE, FALSE);
if (result == WAIT_FAILED ||
result == WAIT_OBJECT_0 + maximum_client_count_) {
continue;
}
size_t pumped = 0;
@@ -121,10 +165,38 @@ void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
running_ = false;
ResetEvent(client_wait_handles_[maximum_client_count_]);
thread_.join();
delete thread_state_;
memory()->HeapFree(thread_block_, 0);
memory()->HeapFree(registers_.xma_context_array_ptr, 0);
}
uint32_t AudioSystem::AllocateXmaContext() {
std::lock_guard<std::mutex> lock(lock_);
if (xma_context_free_list_.empty()) {
// No contexts available.
return 0;
}
auto guest_ptr = xma_context_free_list_.back();
xma_context_free_list_.pop_back();
auto context_ptr = memory()->Translate(guest_ptr);
// Initialize?
return guest_ptr;
}
void AudioSystem::ReleaseXmaContext(uint32_t guest_ptr) {
std::lock_guard<std::mutex> lock(lock_);
auto context_ptr = memory()->Translate(guest_ptr);
std::memset(context_ptr, 0, kXmaContextSize);
xma_context_free_list_.push_back(guest_ptr);
}
X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
@@ -176,6 +248,7 @@ void AudioSystem::UnregisterClient(size_t index) {
DestroyDriver(clients_[index].driver);
clients_[index] = {0};
unused_clients_.push(index);
ResetEvent(client_wait_handles_[index]);
}
// free60 may be useful here, however it looks like it's using a different
@@ -187,11 +260,88 @@ uint64_t AudioSystem::ReadRegister(uint64_t addr) {
XELOGAPU("ReadRegister(%.4X)", r);
// 1800h is read on startup and stored -- context? buffers?
// 1818h is read during a lock?
return 0;
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) % kXmaContextCount;
value = registers_.current_context;
}
value = poly::byte_swap(value);
return value;
}
void AudioSystem::WriteRegister(uint64_t addr, uint64_t value) {
uint32_t r = addr & 0xFFFF;
value = poly::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 <= 0x1949) {
// Context kick command.
// This will kick off the given hardware contexts.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1940) * 32;
XELOGD("AudioSystem: kicking context %d", context_id);
// Games check bits 20/21 of context[0].
// If both bits are set buffer full, otherwise room available.
// Right after a kick we always set buffers to invalid so games keep
// feeding data.
uint32_t guest_ptr = registers_.xma_context_array_ptr + context_id * kXmaContextSize;
auto context_ptr = memory()->Translate(guest_ptr);
uint32_t dword0 = poly::load_and_swap<uint32_t>(context_ptr + 0);
bool has_valid_input = (dword0 & 0x00300000) != 0;
if (has_valid_input) {
dword0 = dword0 & ~0x00300000;
poly::store_and_swap<uint32_t>(context_ptr + 0, dword0);
// Set output buffer to invalid.
uint32_t dword1 = poly::load_and_swap<uint32_t>(context_ptr + 4);
dword1 = dword1 & ~0x80000000;
poly::store_and_swap<uint32_t>(context_ptr + 4, dword1);
}
}
value >>= 1;
}
} else if (r >= 0x1A40 && r <= 0x1A49) {
// Context lock command.
// This requests a lock by flagging the context.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1A40) * 32;
XELOGD("AudioSystem: set context lock %d", context_id);
// TODO(benvanik): set lock?
}
value >>= 1;
}
} else if (r >= 0x1A80 && r <= 0x1A89) {
// 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) * 32;
XELOGD("AudioSystem: reset context %d", context_id);
// TODO(benvanik): something?
}
value >>= 1;
}
} else {
value = value;
}
}
} // namespace apu
} // namespace xe