/** ****************************************************************************** * 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/apu_flags.h" #include "xenia/apu/audio_driver.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/base/threading.h" #include "xenia/cpu/thread_state.h" #include "xenia/profiling.h" #include "xenia/apu/nop/nop_audio_system.h" #if XE_PLATFORM_WIN32 #include "xenia/apu/xaudio2/xaudio2_audio_system.h" #endif // XE_PLATFORM_WIN32 // 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 namespace xe { namespace apu { std::unique_ptr AudioSystem::Create(cpu::Processor* processor) { if (FLAGS_apu.compare("nop") == 0) { return nop::NopAudioSystem::Create(processor); #if XE_PLATFORM_WIN32 } else if (FLAGS_apu.compare("xaudio2") == 0) { return xaudio2::XAudio2AudioSystem::Create(processor); #endif // WIN32 } else { // Create best available. std::unique_ptr best; #if XE_PLATFORM_WIN32 best = xaudio2::XAudio2AudioSystem::Create(processor); if (best) { return best; } #endif // XE_PLATFORM_WIN32 // Fallback to nop. return nop::NopAudioSystem::Create(processor); } } AudioSystem::AudioSystem(cpu::Processor* processor) : memory_(processor->memory()), processor_(processor), worker_running_(false) { std::memset(clients_, 0, sizeof(clients_)); for (size_t i = 0; i < kMaximumClientCount; ++i) { unused_clients_.push(i); } for (size_t i = 0; i < kMaximumClientCount; ++i) { client_semaphores_[i] = xe::threading::Semaphore::Create(0, kMaximumQueuedFrames); wait_handles_[i] = client_semaphores_[i].get(); } shutdown_event_ = xe::threading::Event::CreateManualResetEvent(false); wait_handles_[kMaximumClientCount] = shutdown_event_.get(); xma_decoder_ = std::make_unique(processor_); } AudioSystem::~AudioSystem() { if (xma_decoder_) { xma_decoder_->Shutdown(); } } X_STATUS AudioSystem::Setup(kernel::KernelState* kernel_state) { X_STATUS result = xma_decoder_->Setup(kernel_state); if (result) { return result; } worker_running_ = true; worker_thread_ = kernel::object_ref( new kernel::XHostThread(kernel_state, 128 * 1024, 0, [this]() { WorkerThreadMain(); return 0; })); // As we run audio callbacks the debugger must be able to suspend us. worker_thread_->set_can_debugger_suspend(true); worker_thread_->set_name("Audio Worker"); worker_thread_->Create(); return X_STATUS_SUCCESS; } void AudioSystem::WorkerThreadMain() { // Initialize driver and ringbuffer. Initialize(); // Main run loop. while (worker_running_) { auto result = xe::threading::WaitAny(wait_handles_, xe::countof(wait_handles_), true); if (result.first == xe::threading::WaitResult::kFailed || (result.first == xe::threading::WaitResult::kSuccess && result.second == kMaximumClientCount)) { continue; } size_t pumped = 0; if (result.first == xe::threading::WaitResult::kSuccess) { size_t index = result.second; do { auto global_lock = global_critical_region_.Acquire(); uint32_t client_callback = clients_[index].callback; uint32_t client_callback_arg = clients_[index].wrapped_callback_arg; global_lock.unlock(); if (client_callback) { SCOPE_profile_cpu_i("apu", "xe::apu::AudioSystem->client_callback"); uint64_t args[] = {client_callback_arg}; processor_->Execute(worker_thread_->thread_state(), client_callback, args, xe::countof(args)); } pumped++; index++; } while (index < kMaximumClientCount && xe::threading::Wait(client_semaphores_[index].get(), false, std::chrono::milliseconds(0)) == xe::threading::WaitResult::kSuccess); } if (!worker_running_) { break; } if (!pumped) { SCOPE_profile_cpu_i("apu", "Sleep"); xe::threading::Sleep(std::chrono::milliseconds(500)); } } worker_running_ = false; // TODO(benvanik): call module API to kill? } void AudioSystem::Initialize() {} void AudioSystem::Shutdown() { worker_running_ = false; shutdown_event_->Set(); worker_thread_->Wait(0, 0, 0, nullptr); worker_thread_.reset(); } X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg, size_t* out_index) { assert_true(unused_clients_.size()); auto global_lock = global_critical_region_.Acquire(); auto index = unused_clients_.front(); auto client_semaphore = client_semaphores_[index].get(); auto ret = client_semaphore->Release(kMaximumQueuedFrames, nullptr); assert_true(ret); AudioDriver* driver; auto result = CreateDriver(index, client_semaphore, &driver); if (XFAILED(result)) { return result; } assert_not_null(driver); unused_clients_.pop(); uint32_t ptr = memory()->SystemHeapAlloc(0x4); xe::store_and_swap(memory()->TranslateVirtual(ptr), callback_arg); clients_[index] = {driver, callback, callback_arg, ptr}; if (out_index) { *out_index = index; } return X_STATUS_SUCCESS; } void AudioSystem::SubmitFrame(size_t index, uint32_t samples_ptr) { SCOPE_profile_cpu_f("apu"); auto global_lock = global_critical_region_.Acquire(); assert_true(index < kMaximumClientCount); assert_true(clients_[index].driver != NULL); (clients_[index].driver)->SubmitFrame(samples_ptr); } void AudioSystem::UnregisterClient(size_t index) { SCOPE_profile_cpu_f("apu"); auto global_lock = global_critical_region_.Acquire(); assert_true(index < kMaximumClientCount); DestroyDriver(clients_[index].driver); clients_[index] = {0}; unused_clients_.push(index); // Drain the semaphore of its count. auto client_semaphore = client_semaphores_[index].get(); xe::threading::WaitResult wait_result; do { wait_result = xe::threading::Wait(client_semaphore, false, std::chrono::milliseconds(0)); } while (wait_result == xe::threading::WaitResult::kSuccess); assert_true(wait_result == xe::threading::WaitResult::kTimeout); } } // namespace apu } // namespace xe