WIP Audio decoder

Remove some old comments
This commit is contained in:
Dr. Chat 2015-05-22 21:39:26 -05:00
parent bd8db4810a
commit f31b34256b
7 changed files with 587 additions and 73 deletions

3
.gitmodules vendored
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@ -22,3 +22,6 @@
[submodule "third_party/binutils-ppc-cygwin"]
path = third_party/binutils-ppc-cygwin
url = https://github.com/benvanik/binutils-ppc-cygwin
[submodule "third_party/libav-bin"]
path = third_party/libav-bin
url = https://github.com/DrChat/xenia-libav-bin.git

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@ -16,6 +16,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\xenia\apu\apu.cc" />
<ClCompile Include="src\xenia\apu\audio_decoder.cpp" />
<ClCompile Include="src\xenia\apu\audio_driver.cc" />
<ClCompile Include="src\xenia\apu\audio_system.cc" />
<ClCompile Include="src\xenia\apu\nop\nop_apu.cc" />
@ -203,6 +204,7 @@
<ItemGroup>
<ClInclude Include="src\xenia\apu\apu-private.h" />
<ClInclude Include="src\xenia\apu\apu.h" />
<ClInclude Include="src\xenia\apu\audio_decoder.h" />
<ClInclude Include="src\xenia\apu\audio_driver.h" />
<ClInclude Include="src\xenia\apu\audio_system.h" />
<ClInclude Include="src\xenia\apu\nop\nop_apu-private.h" />
@ -483,14 +485,15 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>BEA_ENGINE_STATIC=1;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\libav-bin\include\;$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalDependencies>libavcodec.a;libavutil.a;libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)third_party\libav-bin\lib\$(Configuration);$(SolutionDir)build\bin\$(Configuration)\</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Checked|x64'">
@ -500,14 +503,15 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>BEA_ENGINE_STATIC=1;WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\libav-bin\include\;$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalDependencies>libavcodec.a;libavutil.a;libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)third_party\libav-bin\lib\$(Configuration);$(SolutionDir)build\bin\$(Configuration)\</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -519,7 +523,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>BEA_ENGINE_STATIC=1;WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\third_party\libav-bin\include\;$(SolutionDir)\third_party\beaengine\include\;$(SolutionDir)\third_party\llvm\include\;$(SolutionDir)\third_party\gflags\src\;$(SolutionDir)\src\;$(SolutionDir)\third_party;$(SolutionDir)\</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -528,7 +532,8 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
<Lib>
<AdditionalDependencies>libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalDependencies>libavcodec.a;libavutil.a;libgflags.lib;libglew.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)third_party\libav-bin\lib\$(Configuration);$(SolutionDir)build\bin\$(Configuration)\</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -700,6 +700,9 @@
<ClCompile Include="src\xenia\kernel\xboxkrnl_error.cc">
<Filter>src\xenia\kernel</Filter>
</ClCompile>
<ClCompile Include="src\xenia\apu\audio_decoder.cc">
<Filter>src\xenia\apu</Filter>
</ClCompile>
<ClCompile Include="src\xenia\cpu\backend\x64\x64_code_cache.cc">
<Filter>src\xenia\cpu\backend\x64</Filter>
</ClCompile>
@ -1341,6 +1344,9 @@
<ClInclude Include="src\xenia\kernel\xboxkrnl_error.h">
<Filter>src\xenia\kernel</Filter>
</ClInclude>
<ClInclude Include="src\xenia\apu\audio_decoder.h">
<Filter>src\xenia\apu</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="src\xenia\cpu\backend\x64\x64_sequence.inl">

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@ -0,0 +1,228 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/apu/audio_decoder.h"
#include "xenia/apu/audio_system.h"
#include "xenia/base/logging.h"
extern "C" {
#include "libavcodec/avcodec.h"
}
// Credits for most of this code goes to:
// https://github.com/koolkdev/libertyv/blob/master/libav_wrapper/xma2dec.c
namespace xe {
namespace apu {
AudioDecoder::AudioDecoder() : offset_(0) {
}
AudioDecoder::~AudioDecoder() {
}
int AudioDecoder::Initialize(int bits) {
static bool avcodec_initialized = false;
if (!avcodec_initialized) {
avcodec_register_all();
avcodec_initialized = true;
}
if (bits <= 0 || bits > 32 || (bits % 8) != 0) {
assert_always();
}
// Output bits per sample
bits_ = bits;
// Allocate important stuff
codec_ = avcodec_find_decoder(AV_CODEC_ID_WMAPRO);
if (!codec_) {
return 1;
}
context_ = avcodec_alloc_context3(codec_);
if (!context_) {
return 1;
}
decoded_frame_ = av_frame_alloc();
if (!decoded_frame_) {
return 1;
}
packet_ = new AVPacket();
av_init_packet(packet_);
context_->channels = 0; // Only 1 channel for our purposes.
context_->sample_rate = 0;
context_->block_align = XMAContextData::kBytesPerBlock;
// Extra data passed to the decoder
context_->extradata_size = 18;
context_->extradata = new uint8_t[18];
// Current frame stuff whatever
// samples per frame * 2 max channels * output bytes
current_frame_ = new uint8_t[XMAContextData::kSamplesPerFrame * 2 * (bits / 8)];
current_frame_pos_ = 0;
frame_samples_size_ = 0;
*(short *)(context_->extradata) = 0x10; // bits per sample
*(int *)(context_->extradata + 2) = 1; // channel mask
*(short *)(context_->extradata + 14) = 0x10D6; // decode flags
// FYI: We're purposely not opening the context here. That is done later.
return 0;
}
void AudioDecoder::Cleanup() {
}
int AudioDecoder::PreparePacket(uint8_t* input, size_t size,
int sample_rate, int channels) {
if (size != XMAContextData::kBytesPerBlock) {
// Invalid packet size!
assert_always();
return 1;
}
if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
// Haven't finished parsing another packet
return 1;
}
std::memcpy(packet_data_, input, size);
// Modify the packet header so it's WMAPro compatible
*((int *)packet_data_) = (((offset_ & 0x7800) | 0x400) >> 7) |
(*((int*)packet_data_) & 0xFFFEFF08);
offset_ += XMAContextData::kBytesPerBlock; // Sequence number
//std::memcpy(packet_data_, input, size);
packet_->data = packet_data_;
packet_->size = XMAContextData::kBytesPerBlock;
// Re-initialize the context with new sample rate and channels
if (context_->sample_rate != sample_rate || context_->channels != channels) {
context_->sample_rate = sample_rate;
context_->channels = channels;
// We have to reopen the codec so it'll realloc whatever data it needs.
// TODO: Find a better way.
avcodec_close(context_);
if (avcodec_open2(context_, codec_, NULL) < 0) {
// Shit.
return 1;
}
}
return 0;
}
void AudioDecoder::DiscardPacket() {
if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
packet_->data = 0;
packet_->size = 0;
current_frame_pos_ = frame_samples_size_;
}
}
int AudioDecoder::DecodePacket(uint8_t* output, size_t output_offset, size_t output_size) {
size_t to_copy = 0;
size_t original_offset = output_offset;
uint32_t sample_size = bits_ / 8;
// We're holding onto an already-decoded frame. Copy it out.
if (current_frame_pos_ != frame_samples_size_) {
to_copy = std::min(output_size, frame_samples_size_ - current_frame_pos_);
memcpy(output + output_offset, current_frame_ + current_frame_pos_, to_copy);
current_frame_pos_ += to_copy;
output_size -= to_copy;
output_offset += to_copy;
}
while (output_size > 0 && packet_->size > 0) {
int got_frame = 0;
// Decode the current frame
int len = avcodec_decode_audio4(context_, decoded_frame_, &got_frame, packet_);
if (len < 0) {
// Error in codec (bad sample rate or something)
return len;
}
// Offset by decoded length
packet_->size -= len;
packet_->data += len;
packet_->dts = packet_->pts = AV_NOPTS_VALUE;
// Successfully decoded a frame
if (got_frame) {
if (decoded_frame_->nb_samples > XMAContextData::kSamplesPerFrame) {
return -2;
} else if (context_->sample_fmt != AV_SAMPLE_FMT_FLTP) {
return -3;
}
// Check the returned buffer size
if (av_samples_get_buffer_size(NULL, context_->channels,
decoded_frame_->nb_samples,
context_->sample_fmt, 1)
!= context_->channels * decoded_frame_->nb_samples * sizeof(float)) {
return -4;
}
float* curSample = (float *)decoded_frame_->data[0];
// Loop through every sample, convert and drop it into the output array
for (int i = 0; i < decoded_frame_->nb_samples; i++) {
float fSample = curSample[i] * (1 << (bits_ - 1));
// Weird problem: Sometimes the samples are outside [-1,1]
if (fSample >= 0) {
fSample += 0.5f;
if (fSample > (1 << (bits_ - 1)) - 1) {
fSample = (float)(1 << (bits_ - 1)) - 1;
}
} else {
fSample -= 0.5f;
}
// Convert the sample
int sample = (int)fSample;
for (uint32_t j = 0; j < sample_size; j++) {
current_frame_[i * sample_size + j] = sample & 0xFF;
sample >>= 8;
}
}
current_frame_pos_ = 0;
// Total size of the frame's samples
frame_samples_size_ = context_->channels * decoded_frame_->nb_samples
* sample_size;
to_copy = std::min(output_size, (size_t)(frame_samples_size_));
std::memcpy(output + output_offset, current_frame_, to_copy);
current_frame_pos_ += to_copy;
output_size -= to_copy;
output_offset += to_copy;
}
}
// Return number of bytes written (typically 2048)
return (int)(output_offset - original_offset);
}
} // namespace xe
} // namespace apu

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@ -0,0 +1,67 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_APU_AUDIO_DECODER_H_
#define XENIA_APU_AUDIO_DECODER_H_
#include "xenia/apu/audio_system.h"
// XMA audio format:
// From research, XMA appears to be based on WMA Pro with
// a few (very slight) modifications.
// XMA2 is fully backwards-compatible with XMA1.
// Helpful resources:
// https://github.com/koolkdev/libertyv/blob/master/libav_wrapper/xma2dec.c
// http://hcs64.com/mboard/forum.php?showthread=14818
// https://github.com/hrydgard/minidx9/blob/master/Include/xma2defs.h
// Forward declarations
struct AVCodec;
struct AVCodecContext;
struct AVFrame;
struct AVPacket;
namespace xe {
namespace apu {
class AudioDecoder {
public:
AudioDecoder();
~AudioDecoder();
int Initialize(int bits);
void Cleanup();
int PreparePacket(uint8_t* input, size_t size, int sample_rate, int channels);
void DiscardPacket();
int DecodePacket(uint8_t* output, size_t offset, size_t size);
private:
AVCodec* codec_;
AVCodecContext* context_;
AVFrame* decoded_frame_;
AVPacket* packet_;
uint8_t bits_per_frame_;
uint32_t bits_;
size_t current_frame_pos_;
uint8_t* current_frame_;
uint32_t frame_samples_size_;
int offset_;
uint8_t packet_data_[XMAContextData::kBytesPerBlock];
};
} // namespace apu
} // namespace xe
#endif // XENIA_APU_AUDIO_DECODER_H_

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@ -10,6 +10,7 @@
#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/cpu/processor.h"
@ -18,6 +19,8 @@
#include "xenia/kernel/objects/xthread.h"
#include "xenia/profiling.h"
#include "libavutil/log.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
@ -55,7 +58,8 @@ const uint32_t kXmaContextSize = 64;
const uint32_t kXmaContextCount = 320;
AudioSystem::AudioSystem(Emulator* emulator)
: emulator_(emulator), memory_(emulator->memory()), worker_running_(false) {
: emulator_(emulator), memory_(emulator->memory()), worker_running_(false),
decoder_running_(false) {
memset(clients_, 0, sizeof(clients_));
for (size_t i = 0; i < maximum_client_count_; ++i) {
unused_clients_.push(i);
@ -85,8 +89,16 @@ X_STATUS AudioSystem::Setup() {
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);
uint32_t ptr = registers_.xma_context_array_ptr + i * kXmaContextSize;
// Initialize it
xma_context_array_[i].guest_ptr = ptr;
xma_context_array_[i].in_use = false;
// Create a new decoder per context
// Needed because some data needs to be persisted across calls
xma_context_array_[i].decoder = new AudioDecoder();
xma_context_array_[i].decoder->Initialize(16);
}
registers_.next_context = 1;
@ -98,6 +110,9 @@ X_STATUS AudioSystem::Setup() {
});
worker_thread_->Create();
decoder_running_ = true;
decoder_thread_ = std::thread(std::bind(&AudioSystem::DecoderThreadMain, this));
return X_STATUS_SUCCESS;
}
@ -128,6 +143,7 @@ void AudioSystem::WorkerThreadMain() {
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(worker_thread_->thread_state(), client_callback,
@ -154,6 +170,156 @@ void AudioSystem::WorkerThreadMain() {
// TODO(benvanik): call module API to kill?
}
void AudioSystem::DecoderThreadMain() {
xe::threading::set_name("Audio Decoder");
xe::Profiler::ThreadEnter("Audio Decoder");
while (decoder_running_) {
// Wait for the fence
// FIXME: This actually does nothing once signaled once
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.lock.try_lock()) {
// Someone else has the lock.
continue;
}
// Skip unused contexts
if (!context.in_use) {
context.lock.unlock();
continue;
}
uint8_t* ptr = memory()->TranslatePhysical(context.guest_ptr);
auto data = XMAContextData(ptr);
if (data.input_buffer_0_valid || data.input_buffer_1_valid) {
// A buffer is valid. Run the decoder!
// Reset valid flags
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
data.output_buffer_valid = 0;
// Translate pointers for future use.
auto in0 = memory()->TranslatePhysical(data.input_buffer_0_ptr);
auto in1 = memory()->TranslatePhysical(data.input_buffer_1_ptr);
auto out = memory()->TranslatePhysical(data.output_buffer_ptr);
// I haven't seen this be used yet.
assert(!data.input_buffer_1_block_count);
// 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 (true) {
// Initial check - see if we've finished with the input
// TODO - Probably need to move this, I think it might skip the very
// last packet (see the call to PreparePacket)
size_t input_size = (data.input_buffer_0_block_count +
data.input_buffer_1_block_count) * 2048;
size_t input_offset = (data.input_buffer_read_offset / 8 - 4);
size_t input_remaining = input_size - input_offset;
if (input_remaining == 0) {
// We're finished!
break;
}
// Now check the output buffer.
size_t output_size = data.output_buffer_block_count * 256;
size_t output_offset = data.output_buffer_write_offset * 256;
size_t output_remaining = output_size - output_offset;
if (output_remaining == 0) {
// Can't write any more data. Break.
// The game will kick us again with a new output buffer later.
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 = context.decoder->DecodePacket(out, output_offset,
output_remaining);
if (read < 0) {
XELOGAPU("APU failed to decode packet (returned %.8X)", -read);
context.decoder->DiscardPacket();
// TODO: Set error state
break;
}
if (read == 0) {
// Select sample rate.
int sample_rate = 0;
if (data.sample_rate == 0) {
// TODO: Test this
sample_rate = 24000;
} else if (data.sample_rate == 1) {
sample_rate = 32000;
} else if (data.sample_rate == 2) {
// TODO: Test this
sample_rate = 44100;
} else if (data.sample_rate == 3) {
// TODO: Test this
sample_rate = 48000;
}
// Channels
int channels = 1;
if (data.is_stereo == 1) {
channels = 2;
}
// New packet time.
// TODO: Select input buffer 1 if necessary.
auto packet = in0 + input_offset;
context.decoder->PreparePacket(packet, 2048, sample_rate, channels);
input_offset += 2048;
}
output_offset += read;
// blah copy these back to the context
data.input_buffer_read_offset = (input_offset + 4) * 8;
data.output_buffer_write_offset = output_offset / 256;
}
data.Store(ptr);
}
context.lock.unlock();
}
}
xe::Profiler::ThreadExit();
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
@ -162,30 +328,44 @@ void AudioSystem::Shutdown() {
worker_thread_->Wait(0, 0, 0, nullptr);
worker_thread_->Release();
decoder_running_ = false;
decoder_fence_.Signal();
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;
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;
}
}
auto guest_ptr = xma_context_free_list_.back();
xma_context_free_list_.pop_back();
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
return guest_ptr;
return 0;
}
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);
// 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();
xma_context_free_list_.push_back(guest_ptr);
context.in_use = false;
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
std::memset(context_ptr, 0, kXmaContextSize); // Zero it.
context.lock.unlock();
}
}
}
X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
@ -280,42 +460,49 @@ void AudioSystem::WriteRegister(uint32_t addr, uint64_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;
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);
XMAContext& context = xma_context_array_[context_id];
context.lock.lock();
auto context_ptr = memory()->TranslateVirtual(context.guest_ptr);
XMAContextData data(context_ptr);
bool has_valid_input = data.input_buffer_0_valid ||
data.input_buffer_1_valid;
if (has_valid_input) {
// Invalidate the buffers.
data.input_buffer_0_valid = 0;
data.input_buffer_1_valid = 0;
XELOGAPU("AudioSystem: kicking context %d (%d/%d bytes)", context_id,
data.input_buffer_read_offset, data.input_buffer_0_block_count
* XMAContextData::kBytesPerBlock);
// Set output buffer to invalid.
data.output_buffer_valid = false;
}
// 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.lock.unlock();
// Signal the decoder thread
decoder_fence_.Signal();
}
value >>= 1;
}
} 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);
// TODO(benvanik): set lock?
// TODO: Find the correct way to lock/unlock this.
// I thought we could lock it here, unlock it in the kick but that
// doesn't seem to work
XMAContext& context = xma_context_array_[context_id];
}
value >>= 1;
}
@ -326,15 +513,11 @@ void AudioSystem::WriteRegister(uint32_t addr, uint64_t value) {
if (value & 1) {
uint32_t context_id = i + (r - 0x1A80) / 4 * 32;
XELOGAPU("AudioSystem: reset context %d", context_id);
// TODO(benvanik): something?
uint32_t guest_ptr =
registers_.xma_context_array_ptr + context_id * kXmaContextSize;
auto context_ptr = memory()->TranslateVirtual(guest_ptr);
XMAContextData data(context_ptr);
data.Store(context_ptr);
}
value >>= 1;
}

View File

@ -27,10 +27,16 @@ namespace xe {
namespace apu {
class AudioDriver;
class AudioDecoder;
// This is stored in guest space in big-endian order.
// We load and swap the whole thing to splat here so that we can
// use bitfields.
// This could be important:
// http://www.fmod.org/questions/question/forum-15859
// Appears to be dumped in order (for the most part)
// http://pastebin.com/9amqJ2kQ
struct XMAContextData {
static const uint32_t kSize = 64;
static const uint32_t kBytesPerBlock = 2048;
@ -39,53 +45,54 @@ struct XMAContextData {
// DWORD 0
uint32_t input_buffer_0_block_count : 12; // XMASetInputBuffer0, number of
// 2KB blocks.
uint32_t loop_count : 8; // +12bit, XMASetLoopData
// 2KB blocks. AKA SizeRead0
// Maximum 4095 packets.
uint32_t loop_count : 8; // +12bit, XMASetLoopData NumLoops
uint32_t input_buffer_0_valid : 1; // +20bit, XMAIsInputBuffer0Valid
uint32_t input_buffer_1_valid : 1; // +21bit, XMAIsInputBuffer1Valid
uint32_t output_buffer_block_count : 5; // +22bit
uint32_t
output_buffer_write_offset : 5; // +27bit, XMAGetOutputBufferWriteOffset
uint32_t output_buffer_block_count : 5; // +22bit SizeWrite 256byte blocks
uint32_t output_buffer_write_offset : 5; // +27bit, XMAGetOutputBufferWriteOffset
// AKA OffsetWrite
// DWORD 1
// DWORD 1
uint32_t input_buffer_1_block_count : 12; // XMASetInputBuffer1, number of
// 2KB blocks.
uint32_t loop_subframe_end : 2; // +12bit, XMASetLoopData
uint32_t unk_dword_1_a : 3; // ?
uint32_t loop_subframe_skip : 3; // +17bit, XMASetLoopData
uint32_t subframe_decode_count : 4; // +20bit
uint32_t unk_dword_1_b : 3; // ?
uint32_t sample_rate : 2; // +27bit
uint32_t is_stereo : 1; // +29bit
uint32_t unk_dword_1_c : 1; // ?
uint32_t unk_dword_1_a : 3; // ? might be loop_subframe_skip
uint32_t loop_subframe_skip : 3; // +17bit, XMASetLoopData might be subframe_decode_count
uint32_t subframe_decode_count : 4; // +20bit might be subframe_skip_count
uint32_t unk_dword_1_b : 3; // ? NumSubframesToSkip/NumChannels(?)
uint32_t sample_rate : 2; // +27bit multiplied by something?
uint32_t is_stereo : 1; // +29bit might be NumChannels
uint32_t unk_dword_1_c : 1; // ? NumChannels?
uint32_t output_buffer_valid : 1; // +31bit, XMAIsOutputBufferValid
// DWORD 2
uint32_t input_buffer_read_offset : 30; // XMAGetInputBufferReadOffset
uint32_t unk_dword_2 : 2; // ?
// DWORD 2
uint32_t input_buffer_read_offset : 30; // XMAGetInputBufferReadOffset
uint32_t unk_dword_2 : 2; // ErrorStatus/ErrorSet (?)
// DWORD 3
uint32_t loop_start : 26; // XMASetLoopData
uint32_t unk_dword_3 : 6; // ?
// DWORD 3
uint32_t loop_start : 26; // XMASetLoopData LoopStartOffset
uint32_t unk_dword_3 : 6; // ? ParserErrorStatus/ParserErrorSet(?)
// DWORD 4
uint32_t loop_end : 26; // XMASetLoopData
// DWORD 4
uint32_t loop_end : 26; // XMASetLoopData LoopEndOffset
uint32_t packet_metadata : 5; // XMAGetPacketMetadata
uint32_t current_buffer : 1; // ?
// DWORD 5
// DWORD 5
uint32_t input_buffer_0_ptr; // physical address
// DWORD 6
// DWORD 6
uint32_t input_buffer_1_ptr; // physical address
// DWORD 7
// DWORD 7
uint32_t output_buffer_ptr; // physical address
// DWORD 8
uint32_t unk_dword_8; // Some kind of pointer like output_buffer_ptr
// DWORD 8
uint32_t overlap_add_ptr; // PtrOverlapAdd(?)
// DWORD 9
uint32_t
output_buffer_read_offset : 5; // +0bit, XMAGetOutputBufferReadOffset
uint32_t unk_dword_9 : 27;
// DWORD 9
// +0bit, XMAGetOutputBufferReadOffset AKA WriteBufferOffsetRead
uint32_t output_buffer_read_offset : 5;
uint32_t unk_dword_9 : 27; // StopWhenDone/InterruptWhenDone(?)
XMAContextData(const void* ptr) {
xe::copy_and_swap_32_aligned(reinterpret_cast<uint32_t*>(this),
@ -135,6 +142,7 @@ class AudioSystem {
private:
void WorkerThreadMain();
void DecoderThreadMain();
static uint64_t MMIOReadRegisterThunk(AudioSystem* as, uint32_t addr) {
return as->ReadRegister(addr);
@ -154,6 +162,10 @@ class AudioSystem {
std::atomic<bool> worker_running_;
kernel::XHostThread* worker_thread_;
std::atomic<bool> decoder_running_;
std::thread decoder_thread_;
xe::threading::Fence decoder_fence_;
std::mutex lock_;
// Stored little endian, accessed through 0x7FEA....
@ -176,7 +188,17 @@ class AudioSystem {
} registers_;
uint32_t register_file_[0xFFFF / 4];
};
struct XMAContext {
uint32_t guest_ptr;
std::mutex lock;
bool in_use;
AudioDecoder* decoder;
};
XMAContext xma_context_array_[320];
std::vector<uint32_t> xma_context_free_list_;
std::vector<uint32_t> xma_context_used_list_; // XMA contexts in use
static const size_t maximum_client_count_ = 8;