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

287 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/xma_decoder.h"
#include <gflags/gflags.h>
#include "xenia/apu/xma_context.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/libav/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(libav_verbose, false, "Verbose libav output (debug and above)");
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 (!FLAGS_libav_verbose && level > AV_LOG_WARNING) {
return;
}
char level_char = '?';
switch (level) {
case AV_LOG_ERROR:
level_char = '!';
break;
case AV_LOG_WARNING:
level_char = 'w';
break;
case AV_LOG_INFO:
level_char = 'i';
break;
case AV_LOG_VERBOSE:
level_char = 'v';
break;
case AV_LOG_DEBUG:
level_char = 'd';
break;
}
StringBuffer buff;
buff.AppendVarargs(fmt, va);
xe::LogLineFormat(level_char, "libav: %s", buff.GetString());
}
X_STATUS XmaDecoder::Setup(kernel::KernelState* kernel_state) {
// Setup libav 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<cpu::MMIOReadCallback>(MMIOReadRegisterThunk),
reinterpret_cast<cpu::MMIOWriteCallback>(MMIOWriteRegisterThunk));
// Setup XMA context data.
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);
registers_.context_array_ptr = context_data_first_ptr_;
// Setup XMA contexts.
for (int i = 0; i < kContextCount; ++i) {
uint32_t guest_ptr =
registers_.context_array_ptr + i * sizeof(XMA_CONTEXT_DATA);
XmaContext& context = contexts_[i];
if (context.Setup(i, memory(), guest_ptr)) {
assert_always();
}
}
registers_.next_context = 1;
worker_running_ = true;
worker_thread_ = kernel::object_ref<kernel::XHostThread>(
new kernel::XHostThread(kernel_state, 128 * 1024, 0, [this]() {
WorkerThreadMain();
return 0;
}));
worker_thread_->set_name("XMA Decoder Worker");
worker_thread_->Create();
return X_STATUS_SUCCESS;
}
void XmaDecoder::WorkerThreadMain() {
while (worker_running_) {
// Okay, let's loop through XMA contexts to find ones we need to decode!
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = contexts_[n];
context.Work();
// TODO: Need thread safety to do this.
// Probably not too important though.
// registers_.current_context = n;
// registers_.next_context = (n + 1) % kContextCount;
}
xe::threading::MaybeYield();
}
}
void XmaDecoder::Shutdown() {
worker_running_ = false;
worker_fence_.Signal();
worker_thread_.reset();
memory()->SystemHeapFree(registers_.context_array_ptr);
}
int XmaDecoder::GetContextId(uint32_t guest_ptr) {
static_assert(sizeof(XMA_CONTEXT_DATA) == 64, "FIXME");
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() {
std::lock_guard<std::mutex> lock(lock_);
for (uint32_t n = 0; n < kContextCount; n++) {
XmaContext& context = contexts_[n];
if (!context.is_allocated()) {
context.set_is_allocated(true);
return context.guest_ptr();
}
}
return 0;
}
void XmaDecoder::ReleaseContext(uint32_t guest_ptr) {
std::lock_guard<std::mutex> lock(lock_);
auto context_id = GetContextId(guest_ptr);
assert_true(context_id >= 0);
XmaContext& context = contexts_[context_id];
context.Release();
}
bool XmaDecoder::BlockOnContext(uint32_t guest_ptr, bool poll) {
std::lock_guard<std::mutex> lock(lock_);
auto context_id = GetContextId(guest_ptr);
assert_true(context_id >= 0);
XmaContext& context = contexts_[context_id];
return context.Block(poll);
}
// 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
uint32_t XmaDecoder::ReadRegister(uint32_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) % kContextCount;
}
value = xe::byte_swap(value);
return value;
}
void XmaDecoder::WriteRegister(uint32_t addr, uint32_t value) {
SCOPE_profile_cpu_f("apu");
uint32_t r = addr & 0xFFFF;
value = xe::byte_swap(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.
// 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 - 0x1940) / 4 * 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.Enable();
}
}
// Signal the decoder thread to start processing.
worker_fence_.Signal();
} else if (r >= 0x1A40 && r <= 0x1A40 + 9 * 4) {
// Context lock command.
// This requests a lock by flagging the context.
// XMADisableContext
uint32_t base_context_id = (r - 0x1A40) / 4 * 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.Disable();
}
}
// Signal the decoder thread to start processing.
worker_fence_.Signal();
} else if (r >= 0x1A80 && r <= 0x1A80 + 9 * 4) {
// Context clear command.
// This will reset the given hardware contexts.
uint32_t base_context_id = (r - 0x1A80) / 4 * 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();
}
}
}
}
} // namespace apu
} // namespace xe