rexglue-skate3/src/audio/audio_system.cpp
2026-06-10 05:53:12 +01:00

431 lines
13 KiB
C++

/**
******************************************************************************
* 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. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <algorithm>
#include <rex/assert.h>
#include <rex/audio/audio_driver.h>
#include <rex/audio/audio_system.h>
#include <rex/audio/flags.h>
#include <rex/audio/xma/decoder.h>
#include <rex/dbg.h>
#include <rex/logging.h>
#include <rex/math.h>
#include <rex/memory/ring_buffer.h>
#include <rex/stream.h>
#include <rex/string/buffer.h>
#include <rex/system/thread_state.h>
#include <rex/thread.h>
#include <rex/cvar.h>
REXCVAR_DEFINE_INT32(
audio_maxqframes, 16, "Audio",
"Max buffered audio frames (range 4-64). Lower reduces latency but may cause stuttering.");
REXCVAR_DEFINE_INT32(audio_worker_thread_priority, 0, "Audio",
"Native audio worker thread priority (-2 lowest, -1 below normal, 0 normal, "
"1 above normal, 2 highest)")
.range(-2, 2);
namespace {
class SilentAudioDriver final : public rex::audio::AudioDriver {
public:
SilentAudioDriver(rex::memory::Memory* memory, rex::thread::Semaphore* semaphore)
: AudioDriver(memory), semaphore_(semaphore) {}
void SubmitFrame(uint32_t /*samples_ptr*/) override {
if (semaphore_) {
semaphore_->Release(1, nullptr);
}
}
private:
rex::thread::Semaphore* semaphore_;
};
int32_t AudioWorkerNativePriority() {
switch (std::clamp(REXCVAR_GET(audio_worker_thread_priority), -2, 2)) {
case -2:
return rex::thread::ThreadPriority::kLowest;
case -1:
return rex::thread::ThreadPriority::kBelowNormal;
case 1:
return rex::thread::ThreadPriority::kAboveNormal;
case 2:
return rex::thread::ThreadPriority::kHighest;
case 0:
default:
return rex::thread::ThreadPriority::kNormal;
}
}
} // namespace
// 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 rex::audio {
AudioSystem::AudioSystem(runtime::FunctionDispatcher* function_dispatcher)
: memory_(function_dispatcher->memory()),
function_dispatcher_(function_dispatcher),
worker_running_(false) {
std::memset(clients_, 0, sizeof(clients_));
queued_frames_ = std::min(
static_cast<uint32_t>(kMaximumQueuedFrames),
std::max(static_cast<uint32_t>(REXCVAR_GET(audio_maxqframes)), static_cast<uint32_t>(4)));
for (size_t i = 0; i < kMaximumClientCount; ++i) {
client_semaphores_[i] = rex::thread::Semaphore::Create(0, queued_frames_);
assert_not_null(client_semaphores_[i]);
wait_handles_[i] = client_semaphores_[i].get();
}
shutdown_event_ = rex::thread::Event::CreateAutoResetEvent(false);
assert_not_null(shutdown_event_);
wait_handles_[kMaximumClientCount] = shutdown_event_.get();
xma_decoder_ = std::make_unique<rex::audio::XmaDecoder>(function_dispatcher_);
resume_event_ = rex::thread::Event::CreateAutoResetEvent(false);
assert_not_null(resume_event_);
}
AudioSystem::~AudioSystem() {
if (xma_decoder_) {
xma_decoder_->Shutdown();
}
}
X_STATUS AudioSystem::Setup(system::KernelState* kernel_state) {
X_STATUS result = xma_decoder_->Setup(kernel_state);
if (result) {
return result;
}
worker_running_ = true;
worker_thread_ = system::object_ref<system::XHostThread>(
new system::XHostThread(kernel_state, 128 * 1024, 0, [this]() {
WorkerThreadMain();
return 0;
}));
worker_thread_->set_name("Audio Worker");
worker_thread_->Create();
if (worker_thread_->thread()) {
worker_thread_->thread()->set_priority(AudioWorkerNativePriority());
}
return X_STATUS_SUCCESS;
}
void AudioSystem::WorkerThreadMain() {
// Initialize driver and ringbuffer.
Initialize();
// Main run loop.
uint32_t diag_pump_count = 0;
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 = rex::thread::WaitAny(wait_handles_, rex::countof(wait_handles_), true,
std::chrono::milliseconds(500));
if (result.first == rex::thread::WaitResult::kFailed) {
REXAPU_WARN("AudioWorker: WaitAny failed");
continue;
}
if (result.first == rex::thread::WaitResult::kTimeout) {
if (diag_pump_count < 5) {
REXAPU_NOISY_DEBUG("AudioWorker: WaitAny timed out (no semaphore signals)");
}
}
if (result.first == thread::WaitResult::kSuccess && result.second == kMaximumClientCount) {
// Shutdown event signaled.
if (paused_) {
pause_fence_.Signal();
thread::Wait(resume_event_.get(), false);
}
continue;
}
// Number of clients pumped
bool pumped = false;
if (result.first == rex::thread::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) {
if (diag_pump_count < 10) {
REXAPU_DEBUG("AudioWorker: dispatching callback {:08X} with arg {:08X} for client {}",
client_callback, client_callback_arg, index);
}
SCOPE_profile_cpu_i("apu", "rex::audio::AudioSystem->client_callback");
uint64_t args[] = {client_callback_arg};
function_dispatcher_->Execute(worker_thread_->thread_state(), client_callback, args,
rex::countof(args));
if (diag_pump_count < 10) {
REXAPU_DEBUG("AudioWorker: callback returned for client {}", index);
}
diag_pump_count++;
} else {
REXAPU_DEBUG("AudioWorker: semaphore signaled for client {} but callback is 0", index);
}
pumped = true;
}
if (!worker_running_) {
break;
}
if (!pumped) {
SCOPE_profile_cpu_i("apu", "Sleep");
rex::thread::Sleep(std::chrono::milliseconds(500));
}
}
worker_running_ = false;
// TODO(benvanik): call module API to kill?
}
int AudioSystem::FindFreeClient() {
for (size_t i = 0; i < kMaximumClientCount; i++) {
auto& client = clients_[i];
if (!client.in_use) {
return i;
}
}
return -1;
}
void AudioSystem::Initialize() {}
void AudioSystem::Shutdown() {
if (!worker_running_) {
return;
}
// Shut down XMA decoder first - its worker can stall in FFmpeg
if (xma_decoder_) {
xma_decoder_->Shutdown();
}
worker_running_ = false;
shutdown_event_->Set();
if (worker_thread_) {
// The worker may be stuck inside a guest callback that is itself blocked
// on guest objects (e.g. KeWaitForMultipleObjects).
// Terminate the thread to break the deadlock.
worker_thread_->Terminate(0);
worker_thread_.reset();
}
// Destroy all active client drivers (closes SDL audio devices, stopping
// callback threads) before the semaphores they reference are destroyed.
for (size_t i = 0; i < kMaximumClientCount; i++) {
if (clients_[i].in_use) {
DestroyDriver(clients_[i].driver);
if (clients_[i].wrapped_callback_arg) {
memory()->SystemHeapFree(clients_[i].wrapped_callback_arg);
}
clients_[i] = {nullptr, 0, 0, 0, false};
}
}
}
X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg, size_t* out_index) {
REXAPU_DEBUG("AudioSystem::RegisterClient: callback={:08X} callback_arg={:08X}", callback,
callback_arg);
auto global_lock = global_critical_region_.Acquire();
auto index = FindFreeClient();
assert_true(index >= 0);
REXAPU_DEBUG("AudioSystem::RegisterClient: using client index={} queued_frames={}", index,
queued_frames_);
auto client_semaphore = client_semaphores_[index].get();
auto ret = client_semaphore->Release(queued_frames_, nullptr);
assert_true(ret);
AudioDriver* driver;
auto result = CreateDriver(index, client_semaphore, &driver);
if (XFAILED(result)) {
REXAPU_WARN(
"AudioSystem::RegisterClient: audio driver creation failed with status {:08X}; "
"using silent audio fallback",
result);
driver = new SilentAudioDriver(memory_, client_semaphore);
}
assert_not_null(driver);
uint32_t ptr = memory()->SystemHeapAlloc(0x4);
memory::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");
static uint32_t submit_count = 0;
if (submit_count < 10) {
REXAPU_DEBUG("AudioSystem::SubmitFrame called: index={} samples_ptr={:08X}", index,
samples_ptr);
submit_count++;
}
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] = {nullptr, 0, 0, 0, false};
// Drain the semaphore of its count.
auto client_semaphore = client_semaphores_[index].get();
rex::thread::WaitResult wait_result;
do {
wait_result = rex::thread::Wait(client_semaphore, false, std::chrono::milliseconds(0));
} while (wait_result == rex::thread::WaitResult::kSuccess);
assert_true(wait_result == rex::thread::WaitResult::kTimeout);
}
bool AudioSystem::Save(stream::ByteStream* stream) {
stream->Write(kAudioSaveSignature);
// Count the number of used clients first.
// Any gaps should be handled gracefully.
uint32_t used_clients = 0;
for (size_t 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(stream::ByteStream* stream) {
if (stream->Read<uint32_t>() != kAudioSaveSignature) {
REXAPU_ERROR("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(queued_frames_, nullptr);
assert_true(ret);
AudioDriver* driver = nullptr;
auto status = CreateDriver(id, client_semaphore, &driver);
if (XFAILED(status)) {
REXAPU_WARN(
"AudioSystem::Restore - Call to CreateDriver failed with status "
"{:08X}; using silent audio fallback",
status);
driver = new SilentAudioDriver(memory_, client_semaphore);
}
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 rex::audio