Files
Xenia-Canary/src/xenia/apu/audio_system.cc
2015-06-27 11:25:56 -07:00

228 lines
6.8 KiB
C++

/**
******************************************************************************
* 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/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/ring_buffer.h"
#include "xenia/base/string_buffer.h"
#include "xenia/cpu/processor.h"
#include "xenia/cpu/thread_state.h"
#include "xenia/emulator.h"
#include "xenia/kernel/objects/xthread.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> AudioSystem::Create(Emulator* emulator) {
if (FLAGS_apu.compare("nop") == 0) {
return nop::NopAudioSystem::Create(emulator);
#if XE_PLATFORM_WIN32
} else if (FLAGS_apu.compare("xaudio2") == 0) {
return xaudio2::XAudio2AudioSystem::Create(emulator);
#endif // WIN32
} else {
// Create best available.
std::unique_ptr<AudioSystem> best;
#if XE_PLATFORM_WIN32
best = xaudio2::XAudio2AudioSystem::Create(emulator);
if (best) {
return best;
}
#endif // XE_PLATFORM_WIN32
// Fallback to nop.
return nop::NopAudioSystem::Create(emulator);
}
}
AudioSystem::AudioSystem(Emulator* emulator)
: emulator_(emulator), memory_(emulator->memory()), 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] =
CreateSemaphore(NULL, 0, kMaximumQueuedFrames, NULL);
wait_handles_[i] = client_semaphores_[i];
}
shutdown_event_ = CreateEvent(NULL, TRUE, FALSE, NULL);
wait_handles_[kMaximumClientCount] = shutdown_event_;
}
AudioSystem::~AudioSystem() {
for (size_t i = 0; i < kMaximumClientCount; ++i) {
CloseHandle(client_semaphores_[i]);
}
CloseHandle(shutdown_event_);
}
X_STATUS AudioSystem::Setup() {
processor_ = emulator_->processor();
worker_running_ = true;
worker_thread_ =
kernel::object_ref<kernel::XHostThread>(new kernel::XHostThread(
emulator()->kernel_state(), 128 * 1024, 0, [this]() {
WorkerThreadMain();
return 0;
}));
worker_thread_->set_name("Audio Worker");
worker_thread_->Create();
return X_STATUS_SUCCESS;
}
void AudioSystem::WorkerThreadMain() {
// Initialize driver and ringbuffer.
Initialize();
auto processor = emulator_->processor();
// Main run loop.
while (worker_running_) {
auto result =
WaitForMultipleObjectsEx(DWORD(xe::countof(wait_handles_)),
wait_handles_, FALSE, INFINITE, FALSE);
if (result == WAIT_FAILED ||
result == WAIT_OBJECT_0 + kMaximumClientCount) {
continue;
}
size_t pumped = 0;
if (result >= WAIT_OBJECT_0 &&
result <= WAIT_OBJECT_0 + (kMaximumClientCount - 1)) {
size_t index = result - WAIT_OBJECT_0;
do {
lock_.lock();
uint32_t client_callback = clients_[index].callback;
uint32_t client_callback_arg = clients_[index].wrapped_callback_arg;
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 &&
WaitForSingleObject(client_semaphores_[index], 0) ==
WAIT_OBJECT_0);
}
if (!worker_running_) {
break;
}
if (!pumped) {
SCOPE_profile_cpu_i("apu", "Sleep");
Sleep(500);
}
}
worker_running_ = false;
// TODO(benvanik): call module API to kill?
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
worker_running_ = false;
SetEvent(shutdown_event_);
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());
std::lock_guard<xe::mutex> lock(lock_);
auto index = unused_clients_.front();
auto client_semaphore = client_semaphores_[index];
BOOL ret = ReleaseSemaphore(client_semaphore, kMaximumQueuedFrames, NULL);
assert_true(ret == TRUE);
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<uint32_t>(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");
std::lock_guard<xe::mutex> lock(lock_);
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");
std::lock_guard<xe::mutex> lock(lock_);
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];
DWORD wait_result;
do {
wait_result = WaitForSingleObject(client_semaphore, 0);
} while (wait_result == WAIT_OBJECT_0);
assert_true(wait_result == WAIT_TIMEOUT);
}
} // namespace apu
} // namespace xe