/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2022 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/apu/xma_decoder.h" #include "xenia/apu/xma_context.h" #include "xenia/base/cvar.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/base/ring_buffer.h" #include "xenia/base/string_buffer.h" #include "xenia/cpu/processor.h" #include "xenia/cpu/thread_state.h" #include "xenia/kernel/xthread.h" extern "C" { #include "third_party/FFmpeg/libavutil/log.h" } // extern "C" // 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. // // The XMA*() functions just manipulate the audio system in the guest context // and let the normal XmaDecoder 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. DEFINE_bool(ffmpeg_verbose, false, "Verbose FFmpeg output (debug and above)", "APU"); namespace xe { namespace apu { XmaDecoder::XmaDecoder(cpu::Processor* processor) : memory_(processor->memory()), processor_(processor) {} XmaDecoder::~XmaDecoder() = default; void av_log_callback(void* avcl, int level, const char* fmt, va_list va) { if (!cvars::ffmpeg_verbose && level > AV_LOG_WARNING) { return; } char level_char = '?'; LogLevel log_level; switch (level) { case AV_LOG_ERROR: { level_char = '!'; log_level = xe::LogLevel::Error; break; } case AV_LOG_WARNING: { level_char = 'w'; log_level = xe::LogLevel::Warning; break; } case AV_LOG_INFO: { level_char = 'i'; log_level = xe::LogLevel::Info; break; } case AV_LOG_VERBOSE: { level_char = 'v'; log_level = xe::LogLevel::Debug; break; } case AV_LOG_DEBUG: { level_char = 'd'; log_level = xe::LogLevel::Debug; break; } default: { level_char = '?'; log_level = xe::LogLevel::Debug; break; } } StringBuffer buff; buff.AppendVarargs(fmt, va); xe::logging::AppendLogLineFormat(LogSrc::Apu, log_level, level_char, "ffmpeg: {}", buff.to_string_view()); } X_STATUS XmaDecoder::Setup(kernel::KernelState* kernel_state) { // Setup ffmpeg logging callback av_log_set_callback(av_log_callback); // Let the processor know we want register access callbacks. memory_->AddVirtualMappedRange( 0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this, reinterpret_cast(MMIOReadRegisterThunk), reinterpret_cast(MMIOWriteRegisterThunk)); // Setup XMA context data. // The Xbox 360 kernel allocates the contexts with X_PAGE_NOCACHE | // X_PAGE_READWRITE and writes MmGetPhysicalAddress for the address to the // register. context_data_first_ptr_ = memory()->SystemHeapAlloc( sizeof(XMA_CONTEXT_DATA) * kContextCount, 256, kSystemHeapPhysical); context_data_last_ptr_ = context_data_first_ptr_ + (sizeof(XMA_CONTEXT_DATA) * kContextCount - 1); register_file_[XmaRegister::ContextArrayAddress] = memory()->GetPhysicalAddress(context_data_first_ptr_); // Setup XMA contexts. for (int i = 0; i < kContextCount; ++i) { uint32_t guest_ptr = context_data_first_ptr_ + i * sizeof(XMA_CONTEXT_DATA); XmaContext& context = contexts_[i]; if (context.Setup(i, memory(), guest_ptr)) { assert_always(); } } register_file_[XmaRegister::NextContextIndex] = 1; context_bitmap_.Resize(kContextCount); worker_running_ = true; work_event_ = xe::threading::Event::CreateAutoResetEvent(false); assert_not_null(work_event_); worker_thread_ = kernel::object_ref( new kernel::XHostThread(kernel_state, 128 * 1024, 0, [this]() { WorkerThreadMain(); return 0; })); worker_thread_->set_name("XMA Decoder"); worker_thread_->set_can_debugger_suspend(true); worker_thread_->Create(); return X_STATUS_SUCCESS; } void XmaDecoder::WorkerThreadMain() { uint32_t idle_loop_count = 0; while (worker_running_) { // Okay, let's loop through XMA contexts to find ones we need to decode! bool did_work = false; for (uint32_t n = 0; n < kContextCount; n++) { XmaContext& context = contexts_[n]; did_work = context.Work() || did_work; // TODO: Need thread safety to do this. // Probably not too important though. // registers_.current_context = n; // registers_.next_context = (n + 1) % kContextCount; } if (paused_) { pause_fence_.Signal(); resume_fence_.Wait(); } if (!did_work) { idle_loop_count++; } else { idle_loop_count = 0; } xe::threading::Wait(work_event_.get(), false); } } void XmaDecoder::Shutdown() { worker_running_ = false; if (work_event_) { work_event_->Set(); } if (paused_) { Resume(); } if (worker_thread_) { // Wait for work thread. xe::threading::Wait(worker_thread_->thread(), false); worker_thread_.reset(); } if (context_data_first_ptr_) { memory()->SystemHeapFree(context_data_first_ptr_); } context_data_first_ptr_ = 0; context_data_last_ptr_ = 0; } int XmaDecoder::GetContextId(uint32_t guest_ptr) { static_assert_size(XMA_CONTEXT_DATA, 64); if (guest_ptr < context_data_first_ptr_ || guest_ptr > context_data_last_ptr_) { return -1; } assert_zero(guest_ptr & 0x3F); return (guest_ptr - context_data_first_ptr_) >> 6; } uint32_t XmaDecoder::AllocateContext() { size_t index = context_bitmap_.Acquire(); if (index == -1) { // Out of contexts. return 0; } XmaContext& context = contexts_[index]; assert_false(context.is_allocated()); context.set_is_allocated(true); return context.guest_ptr(); } void XmaDecoder::ReleaseContext(uint32_t guest_ptr) { auto context_id = GetContextId(guest_ptr); assert_true(context_id >= 0); XmaContext& context = contexts_[context_id]; assert_true(context.is_allocated()); context.Release(); context_bitmap_.Release(context_id); } bool XmaDecoder::BlockOnContext(uint32_t guest_ptr, bool poll) { auto context_id = GetContextId(guest_ptr); assert_true(context_id >= 0); XmaContext& context = contexts_[context_id]; return context.Block(poll); } uint32_t XmaDecoder::ReadRegister(uint32_t addr) { auto r = (addr & 0xFFFF) / 4; assert_true(r < XmaRegisterFile::kRegisterCount); switch (r) { case XmaRegister::ContextArrayAddress: break; case XmaRegister::CurrentContextIndex: { // 0606h (1818h) 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?). uint32_t& current_context_index = register_file_[XmaRegister::CurrentContextIndex]; uint32_t& next_context_index = register_file_[XmaRegister::NextContextIndex]; // To prevent games from seeing a stuck XMA context, return a rotating // number. current_context_index = next_context_index; next_context_index = (next_context_index + 1) % kContextCount; break; } default: const auto register_info = register_file_.GetRegisterInfo(r); if (register_info) { XELOGW("XMA: Read from unhandled register ({:04X}, {})", r, register_info->name); } else { XELOGW("XMA: Read from unknown register ({:04X})", r); } break; } return xe::byte_swap(register_file_[r]); } void XmaDecoder::WriteRegister(uint32_t addr, uint32_t value) { SCOPE_profile_cpu_f("apu"); uint32_t r = (addr & 0xFFFF) / 4; value = xe::byte_swap(value); assert_true(r < XmaRegisterFile::kRegisterCount); register_file_[r] = value; if (r >= XmaRegister::Context0Kick && r <= XmaRegister::Context9Kick) { // 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. uint32_t base_context_id = (r - XmaRegister::Context0Kick) * 32; for (int i = 0; value && i < 32; ++i, value >>= 1) { if (value & 1) { uint32_t context_id = base_context_id + i; auto& context = contexts_[context_id]; context.Enable(); } } // Signal the decoder thread to start processing. work_event_->SetBoostPriority(); } else if (r >= XmaRegister::Context0Lock && r <= XmaRegister::Context9Lock) { // Context lock command. // This requests a lock by flagging the context. // XMADisableContext uint32_t base_context_id = (r - XmaRegister::Context0Lock) * 32; for (int i = 0; value && i < 32; ++i, value >>= 1) { if (value & 1) { uint32_t context_id = base_context_id + i; auto& context = contexts_[context_id]; context.Disable(); } } // Signal the decoder thread to start processing. // work_event_->Set(); } else if (r >= XmaRegister::Context0Clear && r <= XmaRegister::Context9Clear) { // Context clear command. // This will reset the given hardware contexts. uint32_t base_context_id = (r - XmaRegister::Context0Clear) * 32; for (int i = 0; value && i < 32; ++i, value >>= 1) { if (value & 1) { uint32_t context_id = base_context_id + i; XmaContext& context = contexts_[context_id]; context.Clear(); } } } else { // 0601h (1804h) is written to with 0x02000000 and 0x03000000 around a lock // operation switch (r) { case 0x601: break; default: { const auto register_info = register_file_.GetRegisterInfo(r); if (register_info) { XELOGW("XMA: Write to unhandled register ({:04X}, {}): {:08X}", r, register_info->name, value); } else { XELOGW("XMA: Write to unknown register ({:04X}): {:08X}", r, value); } break; } #pragma warning(suppress : 4065) } } } void XmaDecoder::Pause() { if (paused_) { return; } paused_ = true; pause_fence_.Wait(); } void XmaDecoder::Resume() { if (!paused_) { return; } paused_ = false; resume_fence_.Signal(); } } // namespace apu } // namespace xe