Files
Xenia-Canary/src/xenia/apu/audio_system.cc
2015-06-03 11:14:10 -05:00

631 lines
20 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/audio_driver.h"
#include "xenia/apu/audio_decoder.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/ring_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"
// 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()),
worker_running_(false),
decoder_running_(false) {
std::memset(clients_, 0, sizeof(clients_));
for (size_t i = 0; i < maximum_client_count_; ++i) {
unused_clients_.push(i);
}
for (size_t i = 0; i < xe::countof(client_wait_handles_); ++i) {
client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
}
}
AudioSystem::~AudioSystem() {
for (size_t i = 0; i < xe::countof(client_wait_handles_); ++i) {
CloseHandle(client_wait_handles_[i]);
}
}
X_STATUS AudioSystem::Setup() {
processor_ = emulator_->processor();
// Let the processor know we want register access callbacks.
emulator_->memory()->AddVirtualMappedRange(
0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this,
reinterpret_cast<MMIOReadCallback>(MMIOReadRegisterThunk),
reinterpret_cast<MMIOWriteCallback>(MMIOWriteRegisterThunk));
// Setup XMA contexts ptr.
registers_.xma_context_array_ptr = memory()->SystemHeapAlloc(
kXmaContextSize * kXmaContextCount, 256, kSystemHeapPhysical);
// Add all contexts to the free list.
for (int i = kXmaContextCount - 1; i >= 0; --i) {
uint32_t ptr = registers_.xma_context_array_ptr + i * kXmaContextSize;
XMAContext& context = xma_context_array_[i];
// Initialize it
context.guest_ptr = ptr;
context.in_use = false;
context.kicked = false;
// Create a new decoder per context
// Needed because some data needs to be persisted across calls
// TODO: Need to destroy this on class destruction
context.decoder = new AudioDecoder();
context.decoder->Initialize();
}
registers_.next_context = 1;
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();
decoder_running_ = true;
decoder_thread_ =
kernel::object_ref<kernel::XHostThread>(new kernel::XHostThread(
emulator()->kernel_state(), 128 * 1024, 0, [this]() {
DecoderThreadMain();
return 0;
}));
decoder_thread_->set_name("Audio Decoder");
decoder_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(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;
if (result >= WAIT_OBJECT_0 &&
result <= WAIT_OBJECT_0 + (maximum_client_count_ - 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 < maximum_client_count_ &&
WaitForSingleObject(client_wait_handles_[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::DecoderThreadMain() {
while (decoder_running_) {
// Wait for a kick from WriteRegister.
decoder_fence_.Wait();
// Check to see if we're supposed to exit
if (!decoder_running_) {
break;
}
// Okay, let's loop through XMA contexts to find ones we need to decode!
for (uint32_t n = 0; n < kXmaContextCount; n++) {
XMAContext& context = xma_context_array_[n];
if (context.in_use && context.kicked) {
context.lock.lock();
context.kicked = false;
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr);
XMAContextData data(context_ptr);
ProcessXmaContext(context, data);
data.Store(context_ptr);
context.lock.unlock();
}
}
}
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
worker_running_ = false;
SetEvent(client_wait_handles_[maximum_client_count_]);
worker_thread_->Wait(0, 0, 0, nullptr);
worker_thread_.reset();
decoder_running_ = false;
decoder_fence_.Signal();
worker_thread_.reset();
memory()->SystemHeapFree(registers_.xma_context_array_ptr);
}
uint32_t AudioSystem::AllocateXmaContext() {
std::lock_guard<xe::mutex> lock(lock_);
for (uint32_t n = 0; n < kXmaContextCount; n++) {
XMAContext& context = xma_context_array_[n];
if (!context.in_use) {
context.in_use = true;
return context.guest_ptr;
}
}
return 0;
}
void AudioSystem::ReleaseXmaContext(uint32_t guest_ptr) {
std::lock_guard<xe::mutex> lock(lock_);
// Find it in the list.
for (uint32_t n = 0; n < kXmaContextCount; n++) {
XMAContext& context = xma_context_array_[n];
if (context.guest_ptr == guest_ptr) {
// Found it!
// Lock it in case the decoder thread is working on it now
context.lock.lock();
context.in_use = false;
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
std::memset(context_ptr, 0, kXmaContextSize); // Zero it.
context.decoder->DiscardPacket();
context.lock.unlock();
break;
}
}
}
bool AudioSystem::BlockOnXmaContext(uint32_t guest_ptr, bool poll) {
std::lock_guard<xe::mutex> lock(lock_);
for (uint32_t n = 0; n < kXmaContextCount; n++) {
XMAContext& context = xma_context_array_[n];
if (context.guest_ptr == guest_ptr) {
if (!context.lock.try_lock()) {
if (poll) {
return false;
}
context.lock.lock();
}
context.lock.unlock();
return true;
}
}
return true;
}
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 wait_handle = client_wait_handles_[index];
ResetEvent(wait_handle);
AudioDriver* driver;
auto result = CreateDriver(index, wait_handle, &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 < maximum_client_count_);
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 < maximum_client_count_);
DestroyDriver(clients_[index].driver);
clients_[index] = {0};
unused_clients_.push(index);
ResetEvent(client_wait_handles_[index]);
}
void AudioSystem::ProcessXmaContext(XMAContext& context, XMAContextData& data) {
SCOPE_profile_cpu_f("apu");
// Translate this for future use.
uint8_t* out = memory()->TranslatePhysical(data.output_buffer_ptr);
// What I see:
// XMA outputs 2 bytes per sample
// 512 samples per frame (128 per subframe)
// Max output size is data.output_buffer_block_count * 256
// This decoder is fed packets (max 4095 per buffer)
// Packets contain "some" frames
// 32bit header (big endian)
// Frames are the smallest thing the SPUs can decode.
// They usually can span packets (libav handles this)
// Sample rates (data.sample_rate):
// 0 - 24 kHz ?
// 1 - 32 kHz
// 2 - 44.1 kHz ?
// 3 - 48 kHz ?
// SPUs also support stereo decoding. (data.is_stereo)
while (data.output_buffer_valid) {
// Check the output buffer - we cannot decode anything else if it's
// unavailable.
// Output buffers are in raw PCM samples, 256 bytes per block.
// Output buffer is a ring buffer. We need to write from the write offset
// to the read offset.
uint32_t output_size_bytes = data.output_buffer_block_count * 256;
uint32_t output_write_offset_bytes = data.output_buffer_write_offset * 256;
uint32_t output_read_offset_bytes = data.output_buffer_read_offset * 256;
RingBuffer output_buffer(out, output_size_bytes, output_write_offset_bytes);
size_t output_remaining_bytes
= output_buffer.DistanceToOffset(output_read_offset_bytes);
if (!output_remaining_bytes) {
// Can't write any more data. Break.
// The game will kick us again with a new output buffer later.
data.output_buffer_valid = 0;
break;
}
// This'll copy audio samples into the output buffer.
// The samples need to be 2 bytes long!
// Copies one frame at a time, so keep calling this until size == 0
int read_bytes = 0;
int decode_attempts_remaining = 3;
uint8_t tmp_buff[XMAContextData::kOutputMaxSizeBytes];
while (decode_attempts_remaining) {
read_bytes = context.decoder->DecodePacket(tmp_buff, 0,
output_remaining_bytes);
if (read_bytes >= 0) {
output_buffer.Write(tmp_buff, read_bytes);
// Ok.
break;
} else {
// Sometimes the decoder will fail on a packet. I think it's
// looking for cross-packet frames and failing. If you run it again
// on the same packet it'll work though.
--decode_attempts_remaining;
}
}
if (!decode_attempts_remaining) {
XELOGAPU("AudioSystem: libav failed to decode packet (returned %.8X)", -read_bytes);
// Failed out.
if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
// There's new data available - maybe we'll be ok if we decode it?
read_bytes = 0;
context.decoder->DiscardPacket();
} else {
// No data and hosed - bail.
break;
}
}
data.output_buffer_write_offset += uint32_t(read_bytes) / 256;
if (data.output_buffer_write_offset > data.output_buffer_block_count) {
// Wraparound!
data.output_buffer_write_offset -= data.output_buffer_block_count;
}
// If we need more data and the input buffers have it, grab it.
if (read_bytes) {
// Haven't finished with current packet.
continue;
} else if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
// Done with previous packet, so grab a new one.
int ret = PrepareXMAPacket(context, data);
if (ret <= 0) {
// No more data (but may have prepared a packet)
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
}
} else {
// Decoder is out of data and there's no more to give.
break;
}
}
}
int AudioSystem::PrepareXMAPacket(XMAContext &context, XMAContextData &data) {
// Translate pointers for future use.
uint8_t* in0 = data.input_buffer_0_valid
? memory()->TranslatePhysical(data.input_buffer_0_ptr)
: nullptr;
uint8_t* in1 = data.input_buffer_1_valid
? memory()->TranslatePhysical(data.input_buffer_1_ptr)
: nullptr;
int sample_rate = 0;
if (data.sample_rate == 0) {
sample_rate = 24000;
} else if (data.sample_rate == 1) {
sample_rate = 32000;
} else if (data.sample_rate == 2) {
sample_rate = 44100;
} else if (data.sample_rate == 3) {
sample_rate = 48000;
}
int channels = data.is_stereo ? 2 : 1;
// See if we've finished with the input.
// Block count is in packets, so expand by packet size.
uint32_t input_size_0_bytes = (data.input_buffer_0_packet_count) * 2048;
uint32_t input_size_1_bytes = (data.input_buffer_1_packet_count) * 2048;
// Total input size
uint32_t input_size_bytes = input_size_0_bytes + input_size_1_bytes;
// Input read offset is in bits. Typically starts at 32 (4 bytes).
// "Sequence" offset - used internally for WMA Pro decoder.
// Just the read offset.
uint32_t seq_offset_bytes = (data.input_buffer_read_offset & ~0x7FF) / 8;
uint32_t input_remaining_bytes = input_size_bytes - seq_offset_bytes;
if (seq_offset_bytes < input_size_bytes) {
// Setup input offset and input buffer.
uint32_t input_offset_bytes = seq_offset_bytes;
auto input_buffer = in0;
if (seq_offset_bytes >= input_size_0_bytes) {
// Size overlap, select input buffer 1.
// TODO: This needs testing.
input_offset_bytes -= input_size_0_bytes;
input_buffer = in1;
}
// Still have data to read.
auto packet = input_buffer + input_offset_bytes;
context.decoder->PreparePacket(packet, seq_offset_bytes,
XMAContextData::kBytesPerPacket,
sample_rate, channels);
data.input_buffer_read_offset += XMAContextData::kBytesPerPacket * 8;
input_remaining_bytes -= XMAContextData::kBytesPerPacket;
if (input_remaining_bytes <= 0) {
// Used the last of the data but prepared a packet
return 0;
}
} else {
// No more data available and no packet prepared.
return -1;
}
return input_remaining_bytes;
}
// free60 may be useful here, however it looks like it's using a different
// piece of hardware:
// https://github.com/Free60Project/libxenon/blob/master/libxenon/drivers/xenon_sound/sound.c
uint64_t AudioSystem::ReadRegister(uint32_t addr) {
uint32_t r = addr & 0xFFFF;
XELOGAPU("ReadRegister(%.4X)", r);
// 1800h is read on startup and stored -- context? buffers?
// 1818h is read during a lock?
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 = xe::byte_swap(value);
return value;
}
void AudioSystem::WriteRegister(uint32_t addr, uint64_t value) {
SCOPE_profile_cpu_f("apu");
uint32_t r = addr & 0xFFFF;
value = xe::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 <= 0x1940 + 9 * 4) {
// Context kick command.
// This will kick off the given hardware contexts.
// Basically, this kicks the SPU and says "hey, decode that audio!"
// XMAEnableContext
// The context ID is a bit in the range of the entire context array.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1940) / 4 * 32;
XMAContext& context = xma_context_array_[context_id];
context.lock.lock();
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr);
XMAContextData data(context_ptr);
XELOGAPU("AudioSystem: kicking context %d (%d/%d bytes)", context_id,
(data.input_buffer_read_offset & ~0x7FF) / 8,
(data.input_buffer_0_packet_count + data.input_buffer_1_packet_count)
* XMAContextData::kBytesPerPacket);
// Reset valid flags so our audio decoder knows to process this one.
data.input_buffer_0_valid = data.input_buffer_0_ptr != 0;
data.input_buffer_1_valid = data.input_buffer_1_ptr != 0;
//data.output_buffer_write_offset = 0;
data.Store(context_ptr);
context.kicked = true;
context.lock.unlock();
}
value >>= 1;
}
// Signal the decoder thread to start processing.
decoder_fence_.Signal();
} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
// Context lock command.
// This requests a lock by flagging the context.
// XMADisableContext
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1A40) / 4 * 32;
XELOGAPU("AudioSystem: set context lock %d", context_id);
}
value >>= 1;
}
// Signal the decoder thread to start processing.
decoder_fence_.Signal();
} else if (r >= 0x1A80 && r <= 0x1A80 + 9 * 4) {
// 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) / 4 * 32;
XMAContext& context = xma_context_array_[context_id];
XELOGAPU("AudioSystem: reset context %d", context_id);
uint32_t guest_ptr =
registers_.xma_context_array_ptr + context_id * kXmaContextSize;
context.lock.lock();
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr);
XMAContextData data(context_ptr);
context.decoder->DiscardPacket();
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
data.output_buffer_valid = 0;
data.output_buffer_read_offset = 31;
data.Store(context_ptr);
context.lock.unlock();
}
value >>= 1;
}
} else {
value = value;
}
}
} // namespace apu
} // namespace xe