382 lines
11 KiB
C++
382 lines
11 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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* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
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*/
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#include <rex/assert.h>
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#include <rex/audio/audio_driver.h>
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#include <rex/audio/audio_system.h>
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#include <rex/audio/flags.h>
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#include <rex/audio/xma/decoder.h>
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#include <rex/dbg.h>
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#include <rex/logging.h>
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#include <rex/math.h>
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#include <rex/memory/ring_buffer.h>
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#include <rex/stream.h>
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#include <rex/string/buffer.h>
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#include <rex/system/thread_state.h>
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#include <rex/thread.h>
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#include <rex/cvar.h>
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REXCVAR_DEFINE_INT32(
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audio_maxqframes, 8, "Audio",
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"Max buffered audio frames (range 4-64). Lower reduces latency but may cause stuttering.");
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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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// For ease of implementation, most audio related processing is handled in
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// AudioSystem, and the functions here call off to it.
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// The XMA*() functions just manipulate the audio system in the guest context
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// and let the normal AudioSystem handling take it, to prevent duplicate
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// implementations. They can be found in xboxkrnl_audio_xma.cc
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namespace rex::audio {
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AudioSystem::AudioSystem(runtime::FunctionDispatcher* function_dispatcher)
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: memory_(function_dispatcher->memory()),
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function_dispatcher_(function_dispatcher),
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worker_running_(false) {
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std::memset(clients_, 0, sizeof(clients_));
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queued_frames_ = std::min(
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static_cast<uint32_t>(kMaximumQueuedFrames),
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std::max(static_cast<uint32_t>(REXCVAR_GET(audio_maxqframes)), static_cast<uint32_t>(4)));
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for (size_t i = 0; i < kMaximumClientCount; ++i) {
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client_semaphores_[i] = rex::thread::Semaphore::Create(0, queued_frames_);
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assert_not_null(client_semaphores_[i]);
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wait_handles_[i] = client_semaphores_[i].get();
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}
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shutdown_event_ = rex::thread::Event::CreateAutoResetEvent(false);
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assert_not_null(shutdown_event_);
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wait_handles_[kMaximumClientCount] = shutdown_event_.get();
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xma_decoder_ = std::make_unique<rex::audio::XmaDecoder>(function_dispatcher_);
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resume_event_ = rex::thread::Event::CreateAutoResetEvent(false);
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assert_not_null(resume_event_);
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}
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AudioSystem::~AudioSystem() {
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if (xma_decoder_) {
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xma_decoder_->Shutdown();
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}
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}
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X_STATUS AudioSystem::Setup(system::KernelState* kernel_state) {
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X_STATUS result = xma_decoder_->Setup(kernel_state);
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if (result) {
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return result;
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}
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worker_running_ = true;
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worker_thread_ = system::object_ref<system::XHostThread>(
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new system::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("Audio Worker");
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worker_thread_->Create();
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return X_STATUS_SUCCESS;
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}
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void AudioSystem::WorkerThreadMain() {
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// Initialize driver and ringbuffer.
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Initialize();
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// Main run loop.
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uint32_t diag_pump_count = 0;
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while (worker_running_) {
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// These handles signify the number of submitted samples. Once we reach
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// 64 samples, we wait until our audio backend releases a semaphore
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// (signaling a sample has finished playing)
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auto result = rex::thread::WaitAny(wait_handles_, rex::countof(wait_handles_), true,
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std::chrono::milliseconds(500));
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if (result.first == rex::thread::WaitResult::kFailed) {
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REXAPU_WARN("AudioWorker: WaitAny failed");
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continue;
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}
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if (result.first == rex::thread::WaitResult::kTimeout) {
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if (diag_pump_count < 5) {
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REXAPU_NOISY_DEBUG("AudioWorker: WaitAny timed out (no semaphore signals)");
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}
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}
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if (result.first == thread::WaitResult::kSuccess && result.second == kMaximumClientCount) {
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// Shutdown event signaled.
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if (paused_) {
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pause_fence_.Signal();
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thread::Wait(resume_event_.get(), false);
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}
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continue;
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}
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// Number of clients pumped
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bool pumped = false;
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if (result.first == rex::thread::WaitResult::kSuccess) {
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auto index = result.second;
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auto global_lock = global_critical_region_.Acquire();
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uint32_t client_callback = clients_[index].callback;
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uint32_t client_callback_arg = clients_[index].wrapped_callback_arg;
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global_lock.unlock();
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if (client_callback) {
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if (diag_pump_count < 10) {
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REXAPU_DEBUG("AudioWorker: dispatching callback {:08X} with arg {:08X} for client {}",
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client_callback, client_callback_arg, index);
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}
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SCOPE_profile_cpu_i("apu", "rex::audio::AudioSystem->client_callback");
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uint64_t args[] = {client_callback_arg};
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function_dispatcher_->Execute(worker_thread_->thread_state(), client_callback, args,
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rex::countof(args));
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if (diag_pump_count < 10) {
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REXAPU_DEBUG("AudioWorker: callback returned for client {}", index);
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}
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diag_pump_count++;
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} else {
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REXAPU_DEBUG("AudioWorker: semaphore signaled for client {} but callback is 0", index);
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}
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pumped = true;
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}
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if (!worker_running_) {
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break;
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}
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if (!pumped) {
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SCOPE_profile_cpu_i("apu", "Sleep");
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rex::thread::Sleep(std::chrono::milliseconds(500));
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}
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}
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worker_running_ = false;
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// TODO(benvanik): call module API to kill?
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}
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int AudioSystem::FindFreeClient() {
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for (size_t i = 0; i < kMaximumClientCount; i++) {
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auto& client = clients_[i];
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if (!client.in_use) {
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return i;
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}
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}
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return -1;
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}
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void AudioSystem::Initialize() {}
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void AudioSystem::Shutdown() {
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if (!worker_running_) {
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return;
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}
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// Shut down XMA decoder first - its worker can stall in FFmpeg
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if (xma_decoder_) {
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xma_decoder_->Shutdown();
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}
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worker_running_ = false;
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shutdown_event_->Set();
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if (worker_thread_) {
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// The worker may be stuck inside a guest callback that is itself blocked
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// on guest objects (e.g. KeWaitForMultipleObjects).
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// Terminate the thread to break the deadlock.
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worker_thread_->Terminate(0);
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worker_thread_.reset();
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}
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// Destroy all active client drivers (closes SDL audio devices, stopping
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// callback threads) before the semaphores they reference are destroyed.
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for (size_t i = 0; i < kMaximumClientCount; i++) {
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if (clients_[i].in_use) {
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DestroyDriver(clients_[i].driver);
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if (clients_[i].wrapped_callback_arg) {
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memory()->SystemHeapFree(clients_[i].wrapped_callback_arg);
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}
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clients_[i] = {nullptr, 0, 0, 0, false};
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}
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}
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}
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X_STATUS AudioSystem::RegisterClient(uint32_t callback, uint32_t callback_arg, size_t* out_index) {
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REXAPU_DEBUG("AudioSystem::RegisterClient: callback={:08X} callback_arg={:08X}", callback,
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callback_arg);
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auto global_lock = global_critical_region_.Acquire();
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auto index = FindFreeClient();
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assert_true(index >= 0);
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REXAPU_DEBUG("AudioSystem::RegisterClient: using client index={} queued_frames={}", index,
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queued_frames_);
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auto client_semaphore = client_semaphores_[index].get();
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auto ret = client_semaphore->Release(queued_frames_, nullptr);
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assert_true(ret);
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AudioDriver* driver;
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auto result = CreateDriver(index, client_semaphore, &driver);
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if (XFAILED(result)) {
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return result;
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}
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assert_not_null(driver);
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uint32_t ptr = memory()->SystemHeapAlloc(0x4);
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memory::store_and_swap<uint32_t>(memory()->TranslateVirtual(ptr), callback_arg);
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clients_[index] = {driver, callback, callback_arg, ptr, true};
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if (out_index) {
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*out_index = index;
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}
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return X_STATUS_SUCCESS;
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}
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void AudioSystem::SubmitFrame(size_t index, uint32_t samples_ptr) {
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SCOPE_profile_cpu_f("apu");
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static uint32_t submit_count = 0;
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if (submit_count < 10) {
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REXAPU_DEBUG("AudioSystem::SubmitFrame called: index={} samples_ptr={:08X}", index,
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samples_ptr);
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submit_count++;
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}
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auto global_lock = global_critical_region_.Acquire();
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assert_true(index < kMaximumClientCount);
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assert_true(clients_[index].driver != NULL);
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(clients_[index].driver)->SubmitFrame(samples_ptr);
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}
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void AudioSystem::UnregisterClient(size_t index) {
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SCOPE_profile_cpu_f("apu");
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auto global_lock = global_critical_region_.Acquire();
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assert_true(index < kMaximumClientCount);
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DestroyDriver(clients_[index].driver);
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memory()->SystemHeapFree(clients_[index].wrapped_callback_arg);
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clients_[index] = {nullptr, 0, 0, 0, false};
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// Drain the semaphore of its count.
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auto client_semaphore = client_semaphores_[index].get();
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rex::thread::WaitResult wait_result;
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do {
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wait_result = rex::thread::Wait(client_semaphore, false, std::chrono::milliseconds(0));
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} while (wait_result == rex::thread::WaitResult::kSuccess);
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assert_true(wait_result == rex::thread::WaitResult::kTimeout);
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}
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bool AudioSystem::Save(stream::ByteStream* stream) {
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stream->Write(kAudioSaveSignature);
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// Count the number of used clients first.
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// Any gaps should be handled gracefully.
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uint32_t used_clients = 0;
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for (size_t i = 0; i < kMaximumClientCount; i++) {
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if (clients_[i].in_use) {
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used_clients++;
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}
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}
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stream->Write(used_clients);
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for (uint32_t i = 0; i < kMaximumClientCount; i++) {
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auto& client = clients_[i];
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if (!client.in_use) {
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continue;
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}
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stream->Write(i);
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stream->Write(client.callback);
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stream->Write(client.callback_arg);
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stream->Write(client.wrapped_callback_arg);
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}
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return true;
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}
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bool AudioSystem::Restore(stream::ByteStream* stream) {
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if (stream->Read<uint32_t>() != kAudioSaveSignature) {
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REXAPU_ERROR("AudioSystem::Restore - Invalid magic value!");
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return false;
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}
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uint32_t num_clients = stream->Read<uint32_t>();
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for (uint32_t i = 0; i < num_clients; i++) {
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auto id = stream->Read<uint32_t>();
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assert_true(id < kMaximumClientCount);
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auto& client = clients_[id];
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// Reset the semaphore and recreate the driver ourselves.
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if (client.driver) {
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UnregisterClient(id);
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}
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client.callback = stream->Read<uint32_t>();
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client.callback_arg = stream->Read<uint32_t>();
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client.wrapped_callback_arg = stream->Read<uint32_t>();
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client.in_use = true;
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auto client_semaphore = client_semaphores_[id].get();
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auto ret = client_semaphore->Release(queued_frames_, nullptr);
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assert_true(ret);
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AudioDriver* driver = nullptr;
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auto status = CreateDriver(id, client_semaphore, &driver);
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if (XFAILED(status)) {
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REXAPU_ERROR(
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"AudioSystem::Restore - Call to CreateDriver failed with status "
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"{:08X}",
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status);
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return false;
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}
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assert_not_null(driver);
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client.driver = driver;
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}
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return true;
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}
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void AudioSystem::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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// Kind of a hack, but it works.
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shutdown_event_->Set();
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pause_fence_.Wait();
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xma_decoder_->Pause();
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}
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void AudioSystem::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_event_->Set();
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xma_decoder_->Resume();
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}
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} // namespace rex::audio
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