Files
Xenia-Canary/src/xenia/apu/audio_system.cc
2015-05-02 03:42:51 -07:00

348 lines
11 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/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/cpu/processor.h"
#include "xenia/cpu/thread_state.h"
#include "xenia/emulator.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()), running_(false) {
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()->AddMappedRange(
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) {
xma_context_free_list_.push_back(registers_.xma_context_array_ptr +
i * kXmaContextSize);
}
registers_.next_context = 1;
// Setup worker thread state. This lets us make calls into guest code.
thread_state_ =
new ThreadState(emulator_->processor()->runtime(), 0, 0, 16 * 1024, 0);
thread_state_->set_name("Audio Worker");
thread_block_ = memory()->SystemHeapAlloc(2048);
thread_state_->context()->r[13] = thread_block_;
// Create worker thread.
// This will initialize the audio system.
// Init needs to happen there so that any thread-local stuff
// is created on the right thread.
running_ = true;
thread_ = std::thread(std::bind(&AudioSystem::ThreadStart, this));
return X_STATUS_SUCCESS;
}
void AudioSystem::ThreadStart() {
xe::threading::set_name("Audio Worker");
xe::Profiler::ThreadEnter("Audio Worker");
// Initialize driver and ringbuffer.
Initialize();
auto processor = emulator_->processor();
// Main run loop.
while (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) {
uint64_t args[] = {client_callback_arg};
processor->Execute(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 (!running_) {
break;
}
if (!pumped) {
SCOPE_profile_cpu_i("apu", "Sleep");
Sleep(500);
}
}
running_ = false;
// TODO(benvanik): call module API to kill?
xe::Profiler::ThreadExit();
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
running_ = false;
ResetEvent(client_wait_handles_[maximum_client_count_]);
thread_.join();
delete thread_state_;
memory()->SystemHeapFree(thread_block_);
memory()->SystemHeapFree(registers_.xma_context_array_ptr);
}
uint32_t AudioSystem::AllocateXmaContext() {
std::lock_guard<std::mutex> lock(lock_);
if (xma_context_free_list_.empty()) {
// No contexts available.
return 0;
}
auto guest_ptr = xma_context_free_list_.back();
xma_context_free_list_.pop_back();
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
// Initialize?
return guest_ptr;
}
void AudioSystem::ReleaseXmaContext(uint32_t guest_ptr) {
std::lock_guard<std::mutex> lock(lock_);
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
std::memset(context_ptr, 0, kXmaContextSize);
xma_context_free_list_.push_back(guest_ptr);
}
X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
size_t* out_index) {
assert_true(unused_clients_.size());
std::lock_guard<std::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<std::mutex> lock(lock_);
assert_true(index < maximum_client_count_);
assert_true(clients_[index].driver != NULL);
(clients_[index].driver)->SubmitFrame(samples_ptr);
ResetEvent(client_wait_handles_[index]);
}
void AudioSystem::UnregisterClient(size_t index) {
SCOPE_profile_cpu_f("apu");
std::lock_guard<std::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]);
}
// 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(uint64_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(uint64_t addr, uint64_t value) {
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.
for (int i = 0; value && i < 32; ++i) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1940) / 4 * 32;
XELOGAPU("AudioSystem: kicking context %d", context_id);
// Games check bits 20/21 of context[0].
// If both bits are set buffer full, otherwise room available.
// Right after a kick we always set buffers to invalid so games keep
// feeding data.
uint32_t guest_ptr =
registers_.xma_context_array_ptr + context_id * kXmaContextSize;
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
uint32_t dword0 = xe::load_and_swap<uint32_t>(context_ptr + 0);
bool has_valid_input = (dword0 & 0x00300000) != 0;
if (has_valid_input) {
dword0 = dword0 & ~0x00300000;
xe::store_and_swap<uint32_t>(context_ptr + 0, dword0);
// Set output buffer to invalid.
uint32_t dword1 = xe::load_and_swap<uint32_t>(context_ptr + 4);
dword1 = dword1 & ~0x80000000;
xe::store_and_swap<uint32_t>(context_ptr + 4, dword1);
}
}
value >>= 1;
}
} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
// Context lock command.
// This requests a lock by flagging the context.
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);
// TODO(benvanik): set lock?
}
value >>= 1;
}
} 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;
XELOGAPU("AudioSystem: reset context %d", context_id);
// TODO(benvanik): something?
}
value >>= 1;
}
} else {
value = value;
}
}
} // namespace apu
} // namespace xe