xenia-canary/src/xenia/apu/audio_system.cc

323 lines
9.0 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/apu_flags.h"
#include "xenia/apu/audio_driver.h"
#include "xenia/apu/xma_decoder.h"
#include "xenia/base/byte_stream.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/base/threading.h"
#include "xenia/cpu/thread_state.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
namespace xe {
namespace apu {
AudioSystem::AudioSystem(cpu::Processor* processor)
: memory_(processor->memory()),
processor_(processor),
worker_running_(false) {
std::memset(clients_, 0, sizeof(clients_));
for (size_t i = 0; i < kMaximumClientCount; ++i) {
client_semaphores_[i] =
xe::threading::Semaphore::Create(0, kMaximumQueuedFrames);
wait_handles_[i] = client_semaphores_[i].get();
}
shutdown_event_ = xe::threading::Event::CreateAutoResetEvent(false);
wait_handles_[kMaximumClientCount] = shutdown_event_.get();
xma_decoder_ = std::make_unique<xe::apu::XmaDecoder>(processor_);
resume_event_ = xe::threading::Event::CreateAutoResetEvent(false);
}
AudioSystem::~AudioSystem() {
if (xma_decoder_) {
xma_decoder_->Shutdown();
}
}
X_STATUS AudioSystem::Setup(kernel::KernelState* kernel_state) {
X_STATUS result = xma_decoder_->Setup(kernel_state);
if (result) {
return result;
}
worker_running_ = true;
worker_thread_ = kernel::object_ref<kernel::XHostThread>(
new kernel::XHostThread(kernel_state, 128 * 1024, 0, [this]() {
WorkerThreadMain();
return 0;
}));
// As we run audio callbacks the debugger must be able to suspend us.
worker_thread_->set_can_debugger_suspend(true);
worker_thread_->set_name("Audio Worker");
worker_thread_->Create();
return X_STATUS_SUCCESS;
}
void AudioSystem::WorkerThreadMain() {
// Initialize driver and ringbuffer.
Initialize();
// Main run loop.
while (worker_running_) {
// These handles signify the number of submitted samples. Once we reach
// 64 samples, we wait until our audio backend releases a semaphore
// (signaling a sample has finished playing)
auto result =
xe::threading::WaitAny(wait_handles_, xe::countof(wait_handles_), true);
if (result.first == xe::threading::WaitResult::kFailed) {
// TODO: Assert?
continue;
}
if (result.first == threading::WaitResult::kSuccess &&
result.second == kMaximumClientCount) {
// Shutdown event signaled.
if (paused_) {
pause_fence_.Signal();
threading::Wait(resume_event_.get(), false);
}
continue;
}
// Number of clients pumped
bool pumped = false;
if (result.first == xe::threading::WaitResult::kSuccess) {
auto index = result.second;
auto global_lock = global_critical_region_.Acquire();
uint32_t client_callback = clients_[index].callback;
uint32_t client_callback_arg = clients_[index].wrapped_callback_arg;
global_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 = true;
}
if (!worker_running_) {
break;
}
if (!pumped) {
SCOPE_profile_cpu_i("apu", "Sleep");
xe::threading::Sleep(std::chrono::milliseconds(500));
}
}
worker_running_ = false;
// TODO(benvanik): call module API to kill?
}
int AudioSystem::FindFreeClient() {
for (int i = 0; i < kMaximumClientCount; i++) {
auto& client = clients_[i];
if (!client.in_use) {
return i;
}
}
return -1;
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
worker_running_ = false;
shutdown_event_->Set();
if (worker_thread_) {
worker_thread_->Wait(0, 0, 0, nullptr);
worker_thread_.reset();
}
}
X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg,
size_t* out_index) {
auto global_lock = global_critical_region_.Acquire();
auto index = FindFreeClient();
assert_true(index >= 0);
auto client_semaphore = client_semaphores_[index].get();
auto ret = client_semaphore->Release(kMaximumQueuedFrames, nullptr);
assert_true(ret);
AudioDriver* driver;
auto result = CreateDriver(index, client_semaphore, &driver);
if (XFAILED(result)) {
return result;
}
assert_not_null(driver);
uint32_t ptr = memory()->SystemHeapAlloc(0x4);
xe::store_and_swap<uint32_t>(memory()->TranslateVirtual(ptr), callback_arg);
clients_[index] = {driver, callback, callback_arg, ptr, true};
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");
auto global_lock = global_critical_region_.Acquire();
assert_true(index < kMaximumClientCount);
assert_true(clients_[index].driver != NULL);
(clients_[index].driver)->SubmitFrame(samples_ptr);
}
void AudioSystem::UnregisterClient(size_t index) {
SCOPE_profile_cpu_f("apu");
auto global_lock = global_critical_region_.Acquire();
assert_true(index < kMaximumClientCount);
DestroyDriver(clients_[index].driver);
memory()->SystemHeapFree(clients_[index].wrapped_callback_arg);
clients_[index] = {0};
// Drain the semaphore of its count.
auto client_semaphore = client_semaphores_[index].get();
xe::threading::WaitResult wait_result;
do {
wait_result = xe::threading::Wait(client_semaphore, false,
std::chrono::milliseconds(0));
} while (wait_result == xe::threading::WaitResult::kSuccess);
assert_true(wait_result == xe::threading::WaitResult::kTimeout);
}
bool AudioSystem::Save(ByteStream* stream) {
stream->Write('XAUD');
// Count the number of used clients first.
// Any gaps should be handled gracefully.
uint32_t used_clients = 0;
for (int i = 0; i < kMaximumClientCount; i++) {
if (clients_[i].in_use) {
used_clients++;
}
}
stream->Write(used_clients);
for (uint32_t i = 0; i < kMaximumClientCount; i++) {
auto& client = clients_[i];
if (!client.in_use) {
continue;
}
stream->Write(i);
stream->Write(client.callback);
stream->Write(client.callback_arg);
stream->Write(client.wrapped_callback_arg);
}
return true;
}
bool AudioSystem::Restore(ByteStream* stream) {
if (stream->Read<uint32_t>() != 'XAUD') {
XELOGE("AudioSystem::Restore - Invalid magic value!");
return false;
}
uint32_t num_clients = stream->Read<uint32_t>();
for (uint32_t i = 0; i < num_clients; i++) {
auto id = stream->Read<uint32_t>();
assert_true(id < kMaximumClientCount);
auto& client = clients_[id];
// Reset the semaphore and recreate the driver ourselves.
if (client.driver) {
UnregisterClient(id);
}
client.callback = stream->Read<uint32_t>();
client.callback_arg = stream->Read<uint32_t>();
client.wrapped_callback_arg = stream->Read<uint32_t>();
client.in_use = true;
auto client_semaphore = client_semaphores_[id].get();
auto ret = client_semaphore->Release(kMaximumQueuedFrames, nullptr);
assert_true(ret);
AudioDriver* driver = nullptr;
auto status = CreateDriver(id, client_semaphore, &driver);
if (XFAILED(status)) {
XELOGE(
"AudioSystem::Restore - Call to CreateDriver failed with status %.8X",
status);
return false;
}
assert_not_null(driver);
client.driver = driver;
}
return true;
}
void AudioSystem::Pause() {
if (paused_) {
return;
}
paused_ = true;
// Kind of a hack, but it works.
shutdown_event_->Set();
pause_fence_.Wait();
xma_decoder_->Pause();
}
void AudioSystem::Resume() {
if (!paused_) {
return;
}
paused_ = false;
resume_event_->Set();
xma_decoder_->Resume();
}
} // namespace apu
} // namespace xe