Massive refactoring of all code + audio skeleton.

This should make it easier to find files and (in the future) split things
up into separate libraries.
It also changes around emulator initialization to make it a little more
difficult to do things out of order and a little more sensible as to when
real init work happens.
Also adding a skeleton audio system/driver and reworking CPU register
access to be more extensible.
This commit is contained in:
Ben Vanik
2013-10-23 20:42:24 -07:00
parent c996a4bbaf
commit b7ffd46319
182 changed files with 3919 additions and 3286 deletions

View File

@@ -0,0 +1,116 @@
/**
******************************************************************************
* 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/emulator.h>
#include <xenia/cpu/processor.h>
#include <xenia/apu/audio_driver.h>
using namespace xe;
using namespace xe::apu;
using namespace xe::cpu::ppc;
AudioSystem::AudioSystem(Emulator* emulator) :
emulator_(emulator),
thread_(0), running_(false), driver_(0) {
memory_ = xe_memory_retain(emulator->memory());
// Create the run loop used for any windows/etc.
// This must be done on the thread we create the driver.
run_loop_ = xe_run_loop_create();
}
AudioSystem::~AudioSystem() {
// TODO(benvanik): thread join.
running_ = false;
xe_thread_release(thread_);
xe_run_loop_release(run_loop_);
xe_memory_release(memory_);
}
X_STATUS AudioSystem::Setup() {
processor_ = emulator_->processor();
// Let the processor know we want register access callbacks.
RegisterAccessCallbacks callbacks;
callbacks.context = this;
callbacks.handles = (RegisterHandlesCallback)HandlesRegisterThunk;
callbacks.read = (RegisterReadCallback)ReadRegisterThunk;
callbacks.write = (RegisterWriteCallback)WriteRegisterThunk;
emulator_->processor()->AddRegisterAccessCallbacks(callbacks);
// Create worker thread.
// This will initialize the audio system.
// Init needs to happen there so that any thread-local stuff
// is created on the right thread.
running_ = true;
thread_ = xe_thread_create(
"AudioSystem",
(xe_thread_callback)ThreadStartThunk, this);
xe_thread_start(thread_);
return X_STATUS_SUCCESS;
}
void AudioSystem::ThreadStart() {
xe_run_loop_ref run_loop = xe_run_loop_retain(run_loop_);
// Initialize driver and ringbuffer.
Initialize();
XEASSERTNOTNULL(driver_);
// Main run loop.
while (running_) {
// Peek main run loop.
if (xe_run_loop_pump(run_loop)) {
break;
}
if (!running_) {
break;
}
// Pump worker.
//worker_->Pump();
// Pump audio system.
Pump();
}
running_ = false;
Shutdown();
xe_run_loop_release(run_loop);
// TODO(benvanik): call module API to kill?
}
void AudioSystem::Initialize() {
}
void AudioSystem::Shutdown() {
}
bool AudioSystem::HandlesRegister(uint32_t addr) {
return (addr & 0xFFFF0000) == 0x7FEA0000;
}
uint64_t AudioSystem::ReadRegister(uint32_t addr) {
uint32_t r = addr & 0xFFFF;
XELOGAPU("ReadRegister(%.4X)", r);
return 0;
}
void AudioSystem::WriteRegister(uint32_t addr, uint64_t value) {
uint32_t r = addr & 0xFFFF;
XELOGAPU("WriteRegister(%.4X, %.8X)", r, value);
}