381 lines
12 KiB
C++
381 lines
12 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 2022 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/xma_decoder.h"
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#include "xenia/apu/xma_context.h"
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#include "xenia/base/cvar.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/base/profiling.h"
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#include "xenia/base/ring_buffer.h"
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#include "xenia/base/string_buffer.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/kernel/xthread.h"
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extern "C" {
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#include "third_party/FFmpeg/libavutil/log.h"
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} // extern "C"
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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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// The XMA*() functions just manipulate the audio system in the guest context
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// and let the normal XmaDecoder 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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DEFINE_bool(ffmpeg_verbose, false, "Verbose FFmpeg output (debug and above)",
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"APU");
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namespace xe {
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namespace apu {
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XmaDecoder::XmaDecoder(cpu::Processor* processor)
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: memory_(processor->memory()), processor_(processor) {}
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XmaDecoder::~XmaDecoder() = default;
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void av_log_callback(void* avcl, int level, const char* fmt, va_list va) {
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if (!cvars::ffmpeg_verbose && level > AV_LOG_WARNING) {
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return;
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}
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char level_char = '?';
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LogLevel log_level;
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switch (level) {
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case AV_LOG_ERROR: {
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level_char = '!';
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log_level = xe::LogLevel::Error;
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break;
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}
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case AV_LOG_WARNING: {
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level_char = 'w';
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log_level = xe::LogLevel::Warning;
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break;
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}
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case AV_LOG_INFO: {
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level_char = 'i';
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log_level = xe::LogLevel::Info;
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break;
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}
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case AV_LOG_VERBOSE: {
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level_char = 'v';
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log_level = xe::LogLevel::Debug;
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break;
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}
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case AV_LOG_DEBUG: {
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level_char = 'd';
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log_level = xe::LogLevel::Debug;
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break;
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}
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default: {
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level_char = '?';
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log_level = xe::LogLevel::Debug;
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break;
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}
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}
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StringBuffer buff;
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buff.AppendVarargs(fmt, va);
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xe::logging::AppendLogLineFormat(LogSrc::Apu, log_level, level_char,
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"ffmpeg: {}",
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buff.to_string_view());
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}
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X_STATUS XmaDecoder::Setup(kernel::KernelState* kernel_state) {
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// Setup ffmpeg logging callback
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av_log_set_callback(av_log_callback);
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// Let the processor know we want register access callbacks.
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memory_->AddVirtualMappedRange(
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0x7FEA0000, 0xFFFF0000, 0x0000FFFF, this,
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reinterpret_cast<cpu::MMIOReadCallback>(MMIOReadRegisterThunk),
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reinterpret_cast<cpu::MMIOWriteCallback>(MMIOWriteRegisterThunk));
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// Setup XMA context data.
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// The Xbox 360 kernel allocates the contexts with X_PAGE_NOCACHE |
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// X_PAGE_READWRITE and writes MmGetPhysicalAddress for the address to the
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// register.
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context_data_first_ptr_ = memory()->SystemHeapAlloc(
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sizeof(XMA_CONTEXT_DATA) * kContextCount, 256, kSystemHeapPhysical);
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context_data_last_ptr_ =
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context_data_first_ptr_ + (sizeof(XMA_CONTEXT_DATA) * kContextCount - 1);
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register_file_[XmaRegister::ContextArrayAddress] =
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memory()->GetPhysicalAddress(context_data_first_ptr_);
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// Setup XMA contexts.
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for (int i = 0; i < kContextCount; ++i) {
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uint32_t guest_ptr = context_data_first_ptr_ + i * sizeof(XMA_CONTEXT_DATA);
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XmaContext& context = contexts_[i];
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if (context.Setup(i, memory(), guest_ptr)) {
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assert_always();
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}
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}
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register_file_[XmaRegister::NextContextIndex] = 1;
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context_bitmap_.Resize(kContextCount);
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worker_running_ = true;
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work_event_ = xe::threading::Event::CreateAutoResetEvent(false);
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assert_not_null(work_event_);
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worker_thread_ = kernel::object_ref<kernel::XHostThread>(
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new kernel::XHostThread(kernel_state, 128 * 1024, 0, [this]() {
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WorkerThreadMain();
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return 0;
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}));
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worker_thread_->set_name("XMA Decoder");
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worker_thread_->set_can_debugger_suspend(true);
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worker_thread_->Create();
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return X_STATUS_SUCCESS;
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}
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void XmaDecoder::WorkerThreadMain() {
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uint32_t idle_loop_count = 0;
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while (worker_running_) {
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// Okay, let's loop through XMA contexts to find ones we need to decode!
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bool did_work = false;
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for (uint32_t n = 0; n < kContextCount; n++) {
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XmaContext& context = contexts_[n];
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did_work = context.Work() || did_work;
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// TODO: Need thread safety to do this.
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// Probably not too important though.
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// registers_.current_context = n;
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// registers_.next_context = (n + 1) % kContextCount;
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}
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if (paused_) {
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pause_fence_.Signal();
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resume_fence_.Wait();
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}
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if (!did_work) {
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idle_loop_count++;
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} else {
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idle_loop_count = 0;
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}
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xe::threading::Wait(work_event_.get(), false);
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}
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}
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void XmaDecoder::Shutdown() {
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worker_running_ = false;
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if (work_event_) {
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work_event_->Set();
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}
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if (paused_) {
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Resume();
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}
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if (worker_thread_) {
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// Wait for work thread.
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xe::threading::Wait(worker_thread_->thread(), false);
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worker_thread_.reset();
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}
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if (context_data_first_ptr_) {
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memory()->SystemHeapFree(context_data_first_ptr_);
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}
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context_data_first_ptr_ = 0;
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context_data_last_ptr_ = 0;
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}
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int XmaDecoder::GetContextId(uint32_t guest_ptr) {
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static_assert_size(XMA_CONTEXT_DATA, 64);
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if (guest_ptr < context_data_first_ptr_ ||
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guest_ptr > context_data_last_ptr_) {
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return -1;
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}
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assert_zero(guest_ptr & 0x3F);
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return (guest_ptr - context_data_first_ptr_) >> 6;
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}
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uint32_t XmaDecoder::AllocateContext() {
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size_t index = context_bitmap_.Acquire();
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if (index == -1) {
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// Out of contexts.
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return 0;
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}
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XmaContext& context = contexts_[index];
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assert_false(context.is_allocated());
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context.set_is_allocated(true);
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return context.guest_ptr();
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}
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void XmaDecoder::ReleaseContext(uint32_t guest_ptr) {
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auto context_id = GetContextId(guest_ptr);
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assert_true(context_id >= 0);
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XmaContext& context = contexts_[context_id];
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assert_true(context.is_allocated());
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context.Release();
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context_bitmap_.Release(context_id);
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}
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bool XmaDecoder::BlockOnContext(uint32_t guest_ptr, bool poll) {
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auto context_id = GetContextId(guest_ptr);
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assert_true(context_id >= 0);
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XmaContext& context = contexts_[context_id];
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return context.Block(poll);
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}
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uint32_t XmaDecoder::ReadRegister(uint32_t addr) {
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auto r = (addr & 0xFFFF) / 4;
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assert_true(r < XmaRegisterFile::kRegisterCount);
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switch (r) {
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case XmaRegister::ContextArrayAddress:
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break;
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case XmaRegister::CurrentContextIndex: {
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// 0606h (1818h) is rotating context processing # set to hardware ID of
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// context being processed.
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// If bit 200h is set, the locking code will possibly collide on hardware
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// IDs and error out, so we should never set it (I think?).
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uint32_t& current_context_index =
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register_file_[XmaRegister::CurrentContextIndex];
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uint32_t& next_context_index =
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register_file_[XmaRegister::NextContextIndex];
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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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current_context_index = next_context_index;
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next_context_index = (next_context_index + 1) % kContextCount;
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break;
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}
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default:
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const auto register_info = register_file_.GetRegisterInfo(r);
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if (register_info) {
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XELOGW("XMA: Read from unhandled register ({:04X}, {})", r,
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register_info->name);
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} else {
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XELOGW("XMA: Read from unknown register ({:04X})", r);
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}
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break;
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}
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return xe::byte_swap(register_file_[r]);
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}
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void XmaDecoder::WriteRegister(uint32_t addr, uint32_t value) {
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SCOPE_profile_cpu_f("apu");
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uint32_t r = (addr & 0xFFFF) / 4;
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value = xe::byte_swap(value);
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assert_true(r < XmaRegisterFile::kRegisterCount);
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register_file_[r] = value;
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if (r >= XmaRegister::Context0Kick && r <= XmaRegister::Context9Kick) {
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// Context kick command.
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// This will kick off the given hardware contexts.
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// Basically, this kicks the SPU and says "hey, decode that audio!"
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// XMAEnableContext
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// The context ID is a bit in the range of the entire context array.
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uint32_t base_context_id = (r - XmaRegister::Context0Kick) * 32;
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for (int i = 0; value && i < 32; ++i, value >>= 1) {
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if (value & 1) {
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uint32_t context_id = base_context_id + i;
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auto& context = contexts_[context_id];
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context.Enable();
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}
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}
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// Signal the decoder thread to start processing.
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work_event_->SetBoostPriority();
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} else if (r >= XmaRegister::Context0Lock && r <= XmaRegister::Context9Lock) {
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// Context lock command.
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// This requests a lock by flagging the context.
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// XMADisableContext
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uint32_t base_context_id = (r - XmaRegister::Context0Lock) * 32;
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for (int i = 0; value && i < 32; ++i, value >>= 1) {
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if (value & 1) {
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uint32_t context_id = base_context_id + i;
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auto& context = contexts_[context_id];
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context.Disable();
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}
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}
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// Signal the decoder thread to start processing.
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// work_event_->Set();
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} else if (r >= XmaRegister::Context0Clear &&
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r <= XmaRegister::Context9Clear) {
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// Context clear command.
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// This will reset the given hardware contexts.
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uint32_t base_context_id = (r - XmaRegister::Context0Clear) * 32;
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for (int i = 0; value && i < 32; ++i, value >>= 1) {
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if (value & 1) {
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uint32_t context_id = base_context_id + i;
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XmaContext& context = contexts_[context_id];
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context.Clear();
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}
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}
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} else {
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// 0601h (1804h) is written to with 0x02000000 and 0x03000000 around a lock
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// operation
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switch (r) {
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case 0x601:
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break;
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default: {
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const auto register_info = register_file_.GetRegisterInfo(r);
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if (register_info) {
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XELOGW("XMA: Write to unhandled register ({:04X}, {}): {:08X}", r,
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register_info->name, value);
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} else {
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XELOGW("XMA: Write to unknown register ({:04X}): {:08X}", r, value);
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}
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break;
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}
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#pragma warning(suppress : 4065)
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}
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}
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}
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void XmaDecoder::Pause() {
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if (paused_) {
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return;
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}
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paused_ = true;
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pause_fence_.Wait();
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}
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void XmaDecoder::Resume() {
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if (!paused_) {
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return;
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}
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paused_ = false;
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resume_fence_.Signal();
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}
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} // namespace apu
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} // namespace xe
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