348 lines
11 KiB
C++
348 lines
11 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 2013 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/audio_system.h"
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#include "xenia/apu/audio_driver.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/cpu/thread_state.h"
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#include "xenia/emulator.h"
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#include "xenia/profiling.h"
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// As with normal Microsoft, there are like twelve different ways to access
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// the audio APIs. Early games use XMA*() methods almost exclusively to touch
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// decoders. Later games use XAudio*() and direct memory writes to the XMA
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// structures (as opposed to the XMA* calls), meaning that we have to support
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// both.
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//
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// For ease of implementation, most audio related processing is handled in
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// AudioSystem, and the functions here call off to it.
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// The XMA*() functions just manipulate the audio system in the guest context
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// and let the normal AudioSystem handling take it, to prevent duplicate
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// implementations. They can be found in xboxkrnl_audio_xma.cc
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//
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// XMA details:
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// https://devel.nuclex.org/external/svn/directx/trunk/include/xma2defs.h
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// https://github.com/gdawg/fsbext/blob/master/src/xma_header.h
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//
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// XAudio2 uses XMA under the covers, and seems to map with the same
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// restrictions of frame/subframe/etc:
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// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.xaudio2.xaudio2_buffer(v=vs.85).aspx
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//
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// XMA contexts are 64b in size and tight bitfields. They are in physical
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// memory not usually available to games. Games will use MmMapIoSpace to get
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// the 64b pointer in user memory so they can party on it. If the game doesn't
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// do this, it's likely they are either passing the context to XAudio or
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// using the XMA* functions.
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namespace xe {
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namespace apu {
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using namespace xe::cpu;
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// Size of a hardware XMA context.
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const uint32_t kXmaContextSize = 64;
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// Total number of XMA contexts available.
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const uint32_t kXmaContextCount = 320;
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AudioSystem::AudioSystem(Emulator* emulator)
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: emulator_(emulator), memory_(emulator->memory()), running_(false) {
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memset(clients_, 0, sizeof(clients_));
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for (size_t i = 0; i < maximum_client_count_; ++i) {
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unused_clients_.push(i);
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}
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for (size_t i = 0; i < xe::countof(client_wait_handles_); ++i) {
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client_wait_handles_[i] = CreateEvent(NULL, TRUE, FALSE, NULL);
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}
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}
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AudioSystem::~AudioSystem() {
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for (size_t i = 0; i < xe::countof(client_wait_handles_); ++i) {
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CloseHandle(client_wait_handles_[i]);
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}
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}
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X_STATUS AudioSystem::Setup() {
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processor_ = emulator_->processor();
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// Let the processor know we want register access callbacks.
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emulator_->memory()->AddMappedRange(
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0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this,
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reinterpret_cast<MMIOReadCallback>(MMIOReadRegisterThunk),
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reinterpret_cast<MMIOWriteCallback>(MMIOWriteRegisterThunk));
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// Setup XMA contexts ptr.
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registers_.xma_context_array_ptr = memory()->SystemHeapAlloc(
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kXmaContextSize * kXmaContextCount, 256, kSystemHeapPhysical);
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// Add all contexts to the free list.
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for (int i = kXmaContextCount - 1; i >= 0; --i) {
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xma_context_free_list_.push_back(registers_.xma_context_array_ptr +
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i * kXmaContextSize);
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}
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registers_.next_context = 1;
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// Setup worker thread state. This lets us make calls into guest code.
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thread_state_ =
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new ThreadState(emulator_->processor()->runtime(), 0, 0, 16 * 1024, 0);
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thread_state_->set_name("Audio Worker");
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thread_block_ = memory()->SystemHeapAlloc(2048);
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thread_state_->context()->r[13] = thread_block_;
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// Create worker thread.
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// This will initialize the audio system.
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// Init needs to happen there so that any thread-local stuff
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// is created on the right thread.
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running_ = true;
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thread_ = std::thread(std::bind(&AudioSystem::ThreadStart, this));
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return X_STATUS_SUCCESS;
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}
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void AudioSystem::ThreadStart() {
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xe::threading::set_name("Audio Worker");
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xe::Profiler::ThreadEnter("Audio Worker");
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// Initialize driver and ringbuffer.
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Initialize();
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auto processor = emulator_->processor();
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// Main run loop.
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while (running_) {
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auto result =
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WaitForMultipleObjectsEx(DWORD(xe::countof(client_wait_handles_)),
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client_wait_handles_, FALSE, INFINITE, FALSE);
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if (result == WAIT_FAILED ||
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result == WAIT_OBJECT_0 + maximum_client_count_) {
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continue;
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}
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size_t pumped = 0;
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if (result >= WAIT_OBJECT_0 &&
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result <= WAIT_OBJECT_0 + (maximum_client_count_ - 1)) {
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size_t index = result - WAIT_OBJECT_0;
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do {
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lock_.lock();
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uint32_t client_callback = clients_[index].callback;
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uint32_t client_callback_arg = clients_[index].wrapped_callback_arg;
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lock_.unlock();
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if (client_callback) {
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uint64_t args[] = {client_callback_arg};
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processor->Execute(thread_state_, client_callback, args,
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xe::countof(args));
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}
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pumped++;
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index++;
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} while (index < maximum_client_count_ &&
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WaitForSingleObject(client_wait_handles_[index], 0) ==
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WAIT_OBJECT_0);
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}
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if (!running_) {
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break;
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}
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if (!pumped) {
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SCOPE_profile_cpu_i("apu", "Sleep");
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Sleep(500);
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}
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}
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running_ = false;
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// TODO(benvanik): call module API to kill?
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xe::Profiler::ThreadExit();
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}
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void AudioSystem::Initialize() {}
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void AudioSystem::Shutdown() {
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running_ = false;
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ResetEvent(client_wait_handles_[maximum_client_count_]);
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thread_.join();
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delete thread_state_;
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memory()->SystemHeapFree(thread_block_);
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memory()->SystemHeapFree(registers_.xma_context_array_ptr);
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}
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uint32_t AudioSystem::AllocateXmaContext() {
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std::lock_guard<std::mutex> lock(lock_);
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if (xma_context_free_list_.empty()) {
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// No contexts available.
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return 0;
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}
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auto guest_ptr = xma_context_free_list_.back();
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xma_context_free_list_.pop_back();
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auto context_ptr = memory()->TranslateVirtual(guest_ptr);
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// Initialize?
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return guest_ptr;
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}
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void AudioSystem::ReleaseXmaContext(uint32_t guest_ptr) {
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std::lock_guard<std::mutex> lock(lock_);
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auto context_ptr = memory()->TranslateVirtual(guest_ptr);
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std::memset(context_ptr, 0, kXmaContextSize);
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xma_context_free_list_.push_back(guest_ptr);
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}
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X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
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size_t* out_index) {
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assert_true(unused_clients_.size());
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std::lock_guard<std::mutex> lock(lock_);
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auto index = unused_clients_.front();
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auto wait_handle = client_wait_handles_[index];
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ResetEvent(wait_handle);
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AudioDriver* driver;
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auto result = CreateDriver(index, wait_handle, &driver);
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if (XFAILED(result)) {
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return result;
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}
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assert_not_null(driver);
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unused_clients_.pop();
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uint32_t ptr = memory()->SystemHeapAlloc(0x4);
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xe::store_and_swap<uint32_t>(memory()->TranslateVirtual(ptr), callback_arg);
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clients_[index] = {driver, callback, callback_arg, ptr};
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if (out_index) {
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*out_index = index;
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}
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return X_STATUS_SUCCESS;
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}
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void AudioSystem::SubmitFrame(size_t index, uint32_t samples_ptr) {
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SCOPE_profile_cpu_f("apu");
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std::lock_guard<std::mutex> lock(lock_);
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assert_true(index < maximum_client_count_);
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assert_true(clients_[index].driver != NULL);
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(clients_[index].driver)->SubmitFrame(samples_ptr);
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ResetEvent(client_wait_handles_[index]);
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}
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void AudioSystem::UnregisterClient(size_t index) {
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SCOPE_profile_cpu_f("apu");
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std::lock_guard<std::mutex> lock(lock_);
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assert_true(index < maximum_client_count_);
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DestroyDriver(clients_[index].driver);
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clients_[index] = {0};
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unused_clients_.push(index);
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ResetEvent(client_wait_handles_[index]);
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}
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// free60 may be useful here, however it looks like it's using a different
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// piece of hardware:
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// https://github.com/Free60Project/libxenon/blob/master/libxenon/drivers/xenon_sound/sound.c
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uint64_t AudioSystem::ReadRegister(uint64_t addr) {
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uint32_t r = addr & 0xFFFF;
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XELOGAPU("ReadRegister(%.4X)", r);
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// 1800h is read on startup and stored -- context? buffers?
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// 1818h is read during a lock?
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assert_true(r % 4 == 0);
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uint32_t value = register_file_[r / 4];
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// 1818 is rotating context processing # set to hardware ID of context being
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// processed.
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// If bit 200h is set, the locking code will possibly collide on hardware IDs
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// and error out, so we should never set it (I think?).
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if (r == 0x1818) {
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// To prevent games from seeing a stuck XMA context, return a rotating
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// number
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registers_.current_context = registers_.next_context;
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registers_.next_context = (registers_.next_context + 1) % kXmaContextCount;
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value = registers_.current_context;
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}
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value = xe::byte_swap(value);
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return value;
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}
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void AudioSystem::WriteRegister(uint64_t addr, uint64_t value) {
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uint32_t r = addr & 0xFFFF;
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value = xe::byte_swap(uint32_t(value));
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XELOGAPU("WriteRegister(%.4X, %.8X)", r, value);
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// 1804h is written to with 0x02000000 and 0x03000000 around a lock operation
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assert_true(r % 4 == 0);
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register_file_[r / 4] = uint32_t(value);
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if (r >= 0x1940 && r <= 0x1940 + 9 * 4) {
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// Context kick command.
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// This will kick off the given hardware contexts.
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for (int i = 0; value && i < 32; ++i) {
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if (value & 1) {
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uint32_t context_id = i + (r - 0x1940) / 4 * 32;
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XELOGAPU("AudioSystem: kicking context %d", context_id);
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// Games check bits 20/21 of context[0].
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// If both bits are set buffer full, otherwise room available.
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// Right after a kick we always set buffers to invalid so games keep
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// feeding data.
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uint32_t guest_ptr =
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registers_.xma_context_array_ptr + context_id * kXmaContextSize;
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auto context_ptr = memory()->TranslateVirtual(guest_ptr);
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uint32_t dword0 = xe::load_and_swap<uint32_t>(context_ptr + 0);
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bool has_valid_input = (dword0 & 0x00300000) != 0;
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if (has_valid_input) {
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dword0 = dword0 & ~0x00300000;
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xe::store_and_swap<uint32_t>(context_ptr + 0, dword0);
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// Set output buffer to invalid.
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uint32_t dword1 = xe::load_and_swap<uint32_t>(context_ptr + 4);
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dword1 = dword1 & ~0x80000000;
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xe::store_and_swap<uint32_t>(context_ptr + 4, dword1);
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}
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}
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value >>= 1;
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}
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} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
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// Context lock command.
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// This requests a lock by flagging the context.
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for (int i = 0; value && i < 32; ++i) {
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if (value & 1) {
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uint32_t context_id = i + (r - 0x1A40) / 4 * 32;
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XELOGAPU("AudioSystem: set context lock %d", context_id);
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// TODO(benvanik): set lock?
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}
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value >>= 1;
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}
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} else if (r >= 0x1A80 && r <= 0x1A80 + 9 * 4) {
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// Context clear command.
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// This will reset the given hardware contexts.
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for (int i = 0; value && i < 32; ++i) {
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if (value & 1) {
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uint32_t context_id = i + (r - 0x1A80) / 4 * 32;
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XELOGAPU("AudioSystem: reset context %d", context_id);
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// TODO(benvanik): something?
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}
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value >>= 1;
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}
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} else {
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value = value;
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}
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}
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} // namespace apu
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} // namespace xe
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