518 lines
15 KiB
C++
518 lines
15 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/apu/xma_context.h"
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#include "xenia/apu/xma_decoder.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/ring_buffer.h"
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#include "xenia/profiling.h"
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#include <cstring>
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extern "C" {
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#include "libavcodec/avcodec.h"
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#include "libavutil/channel_layout.h"
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}
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// Credits for most of this code goes to:
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// https://github.com/koolkdev/libertyv/blob/master/libav_wrapper/xma2dec.c
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namespace xe {
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namespace apu {
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XmaContext::XmaContext()
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: id_(0),
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guest_ptr_(0),
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is_allocated_(false),
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is_enabled_(false),
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decoding_packet_(false),
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codec_(nullptr),
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context_(nullptr),
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decoded_frame_(nullptr),
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packet_(nullptr) {}
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XmaContext::~XmaContext() {
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if (context_) {
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if (avcodec_is_open(context_)) {
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avcodec_close(context_);
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}
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av_free(context_);
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}
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if (decoded_frame_) {
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av_frame_free(&decoded_frame_);
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}
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if (current_frame_) {
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delete[] current_frame_;
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}
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}
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int XmaContext::Setup(uint32_t id, Memory* memory, uint32_t guest_ptr) {
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id_ = id;
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memory_ = memory;
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guest_ptr_ = guest_ptr;
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static bool avcodec_initialized = false;
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if (!avcodec_initialized) {
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avcodec_register_all();
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avcodec_initialized = true;
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}
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// Allocate important stuff
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codec_ = avcodec_find_decoder(AV_CODEC_ID_WMAPRO);
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if (!codec_) {
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return 1;
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}
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context_ = avcodec_alloc_context3(codec_);
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if (!context_) {
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return 1;
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}
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decoded_frame_ = av_frame_alloc();
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if (!decoded_frame_) {
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return 1;
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}
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packet_ = new AVPacket();
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av_init_packet(packet_);
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// Initialize these to 0. They'll actually be set later.
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context_->channels = 0;
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context_->sample_rate = 0;
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context_->block_align = kBytesPerPacket;
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// Extra data passed to the decoder
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std::memset(&extra_data_, 0, sizeof(extra_data_));
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extra_data_.bits_per_sample = 16;
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extra_data_.channel_mask = AV_CH_FRONT_RIGHT;
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extra_data_.decode_flags = 0x10D6;
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context_->extradata_size = sizeof(extra_data_);
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context_->extradata = (uint8_t*)&extra_data_;
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// Current frame stuff whatever
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// samples per frame * 2 max channels * output bytes
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current_frame_ = new uint8_t[kSamplesPerFrame * 2 * 2];
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current_frame_pos_ = 0;
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frame_samples_size_ = 0;
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// FYI: We're purposely not opening the context here. That is done later.
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return 0;
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}
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void XmaContext::Work() {
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if (!is_allocated() || !is_enabled()) {
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return;
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}
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std::lock_guard<xe::mutex> lock(lock_);
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set_is_enabled(false);
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auto context_ptr = memory()->TranslateVirtual(guest_ptr());
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XMA_CONTEXT_DATA data(context_ptr);
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DecodePackets(data);
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data.Store(context_ptr);
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}
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void XmaContext::Enable() {
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std::lock_guard<xe::mutex> lock(lock_);
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auto context_ptr = memory()->TranslateVirtual(guest_ptr());
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XMA_CONTEXT_DATA data(context_ptr);
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XELOGAPU(
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"XmaContext: kicking context %d (%d/%d bytes)", id(),
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(data.input_buffer_read_offset & ~0x7FF) / 8,
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(data.input_buffer_0_packet_count + data.input_buffer_1_packet_count) *
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kBytesPerPacket);
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data.Store(context_ptr);
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set_is_enabled(true);
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}
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bool XmaContext::Block(bool poll) {
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if (!lock_.try_lock()) {
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if (poll) {
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return false;
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}
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lock_.lock();
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}
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lock_.unlock();
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return true;
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}
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void XmaContext::Clear() {
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std::lock_guard<xe::mutex> lock(lock_);
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XELOGAPU("XmaContext: reset context %d", id());
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DiscardPacket();
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auto context_ptr = memory()->TranslateVirtual(guest_ptr());
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XMA_CONTEXT_DATA data(context_ptr);
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data.input_buffer_0_valid = 0;
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data.input_buffer_1_valid = 0;
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data.output_buffer_valid = 0;
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data.output_buffer_read_offset = 0;
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data.output_buffer_write_offset = 0;
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data.Store(context_ptr);
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}
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void XmaContext::Disable() {
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std::lock_guard<xe::mutex> lock(lock_);
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XELOGAPU("XmaContext: disabling context %d", id());
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set_is_enabled(false);
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}
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void XmaContext::Release() {
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// Lock it in case the decoder thread is working on it now
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std::lock_guard<xe::mutex> lock(lock_);
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assert_true(is_allocated_ == true);
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set_is_allocated(false);
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auto context_ptr = memory()->TranslateVirtual(guest_ptr());
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std::memset(context_ptr, 0, sizeof(XMA_CONTEXT_DATA)); // Zero it.
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DiscardPacket();
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}
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int XmaContext::GetSampleRate(int id) {
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switch (id) {
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case 0:
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return 24000;
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case 1:
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return 32000;
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case 2:
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return 44100;
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case 3:
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return 48000;
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}
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assert_always();
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return 0;
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}
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void XmaContext::DecodePackets(XMA_CONTEXT_DATA& data) {
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SCOPE_profile_cpu_f("apu");
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// What I see:
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// XMA outputs 2 bytes per sample
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// 512 samples per frame (128 per subframe)
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// Max output size is data.output_buffer_block_count * 256
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// This decoder is fed packets (max 4095 per buffer)
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// Packets contain "some" frames
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// 32bit header (big endian)
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// Frames are the smallest thing the SPUs can decode.
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// They usually can span packets (libav handles this)
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// Sample rates (data.sample_rate):
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// 0 - 24 kHz ?
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// 1 - 32 kHz
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// 2 - 44.1 kHz ?
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// 3 - 48 kHz ?
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// SPUs also support stereo decoding. (data.is_stereo)
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// Quick die if there's no data.
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if (!data.input_buffer_0_valid && !data.input_buffer_1_valid) {
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return;
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}
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// Check the output buffer - we cannot decode anything else if it's
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// unavailable.
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if (!data.output_buffer_valid) {
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return;
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}
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// Output buffers are in raw PCM samples, 256 bytes per block.
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// Output buffer is a ring buffer. We need to write from the write offset
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// to the read offset.
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uint8_t* output_buffer = memory()->TranslatePhysical(data.output_buffer_ptr);
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uint32_t output_capacity = data.output_buffer_block_count * kBytesPerSubframe;
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uint32_t output_read_offset =
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data.output_buffer_read_offset * kBytesPerSubframe;
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uint32_t output_write_offset =
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data.output_buffer_write_offset * kBytesPerSubframe;
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RingBuffer output_rb(output_buffer, output_capacity);
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output_rb.set_read_offset(output_read_offset);
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output_rb.set_write_offset(output_write_offset);
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size_t output_remaining_bytes = output_rb.write_count();
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// Decode until we can't write any more data.
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while (output_remaining_bytes > 0) {
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// This'll copy audio samples into the output buffer.
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// The samples need to be 2 bytes long!
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// Copies one frame at a time, so keep calling this until size == 0
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int read_bytes = 0;
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int decode_attempts_remaining = 3;
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uint8_t work_buffer[kOutputMaxSizeBytes];
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while (decode_attempts_remaining) {
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read_bytes = DecodePacket(work_buffer, 0, output_remaining_bytes);
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if (read_bytes >= 0) {
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// assert_true((read_bytes % 256) == 0);
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auto written_bytes = output_rb.Write(work_buffer, read_bytes);
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assert_true(read_bytes == written_bytes);
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// Ok.
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break;
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} else {
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// Sometimes the decoder will fail on a packet. I think it's
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// looking for cross-packet frames and failing. If you run it again
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// on the same packet it'll work though.
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--decode_attempts_remaining;
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}
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}
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if (!decode_attempts_remaining) {
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XELOGAPU("XmaContext: libav failed to decode packet (returned %.8X)",
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-read_bytes);
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// Failed out.
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if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
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// There's new data available - maybe we'll be ok if we decode it?
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read_bytes = 0;
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DiscardPacket();
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} else {
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// No data and hosed - bail.
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break;
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}
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}
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data.output_buffer_write_offset = output_rb.write_offset() / 256;
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output_remaining_bytes -= read_bytes;
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// If we need more data and the input buffers have it, grab it.
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if (read_bytes) {
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// Haven't finished with current packet.
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continue;
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} else if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
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// Done with previous packet, so grab a new one.
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int ret = StartPacket(data);
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if (ret <= 0) {
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// No more data (but may have prepared a packet)
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data.input_buffer_0_valid = 0;
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data.input_buffer_1_valid = 0;
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}
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} else {
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// Decoder is out of data and there's no more to give.
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break;
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}
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}
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// The game will kick us again with a new output buffer later.
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data.output_buffer_valid = 0;
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}
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int XmaContext::StartPacket(XMA_CONTEXT_DATA& data) {
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// Translate pointers for future use.
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uint8_t* in0 = data.input_buffer_0_valid
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? memory()->TranslatePhysical(data.input_buffer_0_ptr)
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: nullptr;
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uint8_t* in1 = data.input_buffer_1_valid
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? memory()->TranslatePhysical(data.input_buffer_1_ptr)
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: nullptr;
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int sample_rate = GetSampleRate(data.sample_rate);
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int channels = data.is_stereo ? 2 : 1;
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// See if we've finished with the input.
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// Block count is in packets, so expand by packet size.
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uint32_t input_size_0_bytes =
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data.input_buffer_0_valid ? (data.input_buffer_0_packet_count) * 2048 : 0;
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uint32_t input_size_1_bytes =
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data.input_buffer_1_valid ? (data.input_buffer_1_packet_count) * 2048 : 0;
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// Total input size
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uint32_t input_size_bytes = input_size_0_bytes + input_size_1_bytes;
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// Input read offset is in bits. Typically starts at 32 (4 bytes).
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// "Sequence" offset - used internally for WMA Pro decoder.
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// Just the read offset.
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uint32_t seq_offset_bytes = (data.input_buffer_read_offset & ~0x7FF) / 8;
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uint32_t input_remaining_bytes = input_size_bytes - seq_offset_bytes;
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if (seq_offset_bytes < input_size_bytes) {
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// Setup input offset and input buffer.
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uint32_t input_offset_bytes = seq_offset_bytes;
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auto input_buffer = in0;
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if (seq_offset_bytes >= input_size_0_bytes && input_size_1_bytes) {
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// Size overlap, select input buffer 1.
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// TODO: This needs testing.
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input_offset_bytes -= input_size_0_bytes;
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input_buffer = in1;
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}
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// Still have data to read.
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auto packet = input_buffer + input_offset_bytes;
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assert_true(input_offset_bytes % 2048 == 0);
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PreparePacket(packet, seq_offset_bytes, kBytesPerPacket, sample_rate,
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channels);
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data.input_buffer_read_offset += kBytesPerPacket * 8;
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input_remaining_bytes -= kBytesPerPacket;
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if (input_remaining_bytes <= 0) {
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// Used the last of the data but prepared a packet
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return 0;
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}
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} else {
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// No more data available and no packet prepared.
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return -1;
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}
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return input_remaining_bytes;
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}
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int XmaContext::PreparePacket(uint8_t* input, size_t seq_offset, size_t size,
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int sample_rate, int channels) {
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if (size != kBytesPerPacket) {
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// Invalid packet size!
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assert_always();
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return 1;
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}
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if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
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// Haven't finished parsing another packet
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return 1;
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}
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std::memcpy(packet_data_, input, size);
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// Modify the packet header so it's WMAPro compatible
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*((int*)packet_data_) = (((seq_offset & 0x7800) | 0x400) >> 7) |
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(*((int*)packet_data_) & 0xFFFEFF08);
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packet_->data = packet_data_;
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packet_->size = kBytesPerPacket;
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// Re-initialize the context with new sample rate and channels
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if (context_->sample_rate != sample_rate || context_->channels != channels) {
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// We have to reopen the codec so it'll realloc whatever data it needs.
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// TODO: Find a better way.
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avcodec_close(context_);
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context_->sample_rate = sample_rate;
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context_->channels = channels;
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extra_data_.channel_mask =
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channels == 2 ? AV_CH_LAYOUT_STEREO : AV_CH_LAYOUT_MONO;
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if (avcodec_open2(context_, codec_, NULL) < 0) {
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XELOGE("XmaContext: Failed to reopen libav context");
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return 1;
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}
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}
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return 0;
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}
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void XmaContext::DiscardPacket() {
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if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
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packet_->data = 0;
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packet_->size = 0;
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current_frame_pos_ = frame_samples_size_;
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}
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}
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int XmaContext::DecodePacket(uint8_t* output, size_t output_offset,
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size_t output_size) {
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size_t to_copy = 0;
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size_t original_offset = output_offset;
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// We're holding onto an already-decoded frame. Copy it out.
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if (current_frame_pos_ != frame_samples_size_) {
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to_copy = std::min(output_size, frame_samples_size_ - current_frame_pos_);
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memcpy(output + output_offset, current_frame_ + current_frame_pos_,
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to_copy);
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current_frame_pos_ += to_copy;
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output_size -= to_copy;
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output_offset += to_copy;
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}
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while (output_size > 0 && packet_->size > 0) {
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int got_frame = 0;
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// Decode the current frame
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int len =
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avcodec_decode_audio4(context_, decoded_frame_, &got_frame, packet_);
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if (len < 0) {
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// Error in codec (bad sample rate or something)
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return len;
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}
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// Offset by decoded length
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packet_->size -= len;
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packet_->data += len;
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packet_->dts = packet_->pts = AV_NOPTS_VALUE;
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// Successfully decoded a frame
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if (got_frame) {
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// Validity checks.
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if (decoded_frame_->nb_samples > kSamplesPerFrame) {
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return -2;
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} else if (context_->sample_fmt != AV_SAMPLE_FMT_FLTP) {
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return -3;
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}
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// Check the returned buffer size
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if (av_samples_get_buffer_size(NULL, context_->channels,
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decoded_frame_->nb_samples,
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context_->sample_fmt, 1) !=
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context_->channels * decoded_frame_->nb_samples * sizeof(float)) {
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return -4;
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}
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// Loop through every sample, convert and drop it into the output array.
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// If more than one channel, the game wants the samples from each channel
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// interleaved next to eachother
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uint32_t o = 0;
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for (int i = 0; i < decoded_frame_->nb_samples; i++) {
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for (int j = 0; j < context_->channels; j++) {
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// Select the appropriate array based on the current channel.
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float* sample_array = (float*)decoded_frame_->data[j];
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// Raw sample should be within [-1, 1].
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// Clamp it, just in case.
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float raw_sample = xe::saturate(sample_array[i]);
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// Convert the sample and output it in big endian.
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float scaled_sample = raw_sample * ((1 << 15) - 1);
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int sample = static_cast<int>(scaled_sample);
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xe::store_and_swap<uint16_t>(¤t_frame_[o++ * 2],
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sample & 0xFFFF);
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}
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}
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current_frame_pos_ = 0;
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// Total size of the frame's samples
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// Magic number 2 is sizeof an output sample
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frame_samples_size_ = context_->channels * decoded_frame_->nb_samples * 2;
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to_copy = std::min(output_size, (size_t)(frame_samples_size_));
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std::memcpy(output + output_offset, current_frame_, to_copy);
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current_frame_pos_ += to_copy;
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output_size -= to_copy;
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output_offset += to_copy;
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}
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}
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// Return number of bytes written
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return (int)(output_offset - original_offset);
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}
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} // namespace xe
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} // namespace apu
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