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The nine channels were one array of one struct, but only index 8 ever used the two DMA descriptors, the played/fraction position and the waiting-thread vector, and only 0-7 ever used the buffer slot - so eight copies of a std::vector sat there dead. They are two different pieces of hardware and now they are two structs: AudioChannel for the eight the mixer walks, and a single AudioSRCChannel for the one the codec reads directly. Found while rereading it: - __AudioUpdate can now run from inside an output call, and it reschedules when it wakes a thread. A context switch there lands before the syscall writes its return value, so the caller loses it and the woken thread gets it instead. Deferred with hleReSchedule when a syscall is in flight. The same fix applies to the release path, which had the problem before this branch existed. - A finished SRC buffer whose waiting thread had given up dropped the completion entirely, so the next caller waited a buffer too long. Now it walks past dead waiters and banks the completion if nobody is left. - An output with a null pointer changed the channel volume, where the hardware returns before touching it. - A busy channel came back as an error from the Output2 path and as debug from the mixer path. It is an ordinary answer a game polls on, so both are debug now; the old behavior filled the log with 18k error lines in a minute of F1 2009. - AudioChannel::reset had no callers left: releasing a channel with a thread parked on it is refused, so there is nobody to wake. - The two routing modes are globals and were written once per channel. They get their own small savestate block. Savestate: the sceAudio section goes to 3, and the SRC channel gets a section of its own. States from released builds carry it as a ninth channel record, which is read and discarded. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
121 lines
4.0 KiB
C++
121 lines
4.0 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <vector>
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#include "CommonTypes.h"
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#include "sceKernel.h"
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class PointerWrap;
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enum PspAudioFormats { PSP_AUDIO_FORMAT_STEREO = 0, PSP_AUDIO_FORMAT_MONO = 0x10 };
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enum PspAudioFrequencies { PSP_AUDIO_FREQ_44K = 44100, PSP_AUDIO_FREQ_48K = 48000 };
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// Channels 0-7, the ones the software mixer walks.
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const u32 PSP_AUDIO_CHANNEL_MAX = 8;
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// Mixer channels wait on their own index plus one, so the SRC channel takes the id after them.
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const int PSP_AUDIO_SRC_WAIT_ID = PSP_AUDIO_CHANNEL_MAX + 1;
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// One buffer handed over and not yet fully played.
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struct AudioPendingBuffer {
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u32 address;
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u32 samples;
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};
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// A channel the software mixer walks. It holds exactly one buffer, played straight out of the
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// game's memory 64 samples at a time, and has room for exactly one parked thread. See
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// docs/sceAudio.md.
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struct AudioChannel {
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int index = 0;
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bool reserved = false;
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u32 sampleCount = 0; // Buffer size agreed at reserve time.
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u32 leftVolume = 0;
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u32 rightVolume = 0;
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u32 format = 0;
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// For the debugger only. Not saved.
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bool mute = false;
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// sampleAddress walks forward as the mixer consumes the buffer and drops back to zero when
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// remainingSamples runs out. An output with a null pointer sets remainingSamples but leaves
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// sampleAddress at zero, which is the one case where the two rest-length calls disagree.
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u32 sampleAddress = 0;
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u32 remainingSamples = 0;
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// A second thread arriving while one is parked here is told the channel is busy rather than
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// queueing up behind it. These remember what the parked one wanted to hand over, so the
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// enqueue can be retried once the buffer finishes.
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SceUID waitingThread = 0;
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u32 waitingAddress = 0;
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int waitingLeftVolume = 0;
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int waitingRightVolume = 0;
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void DoState(PointerWrap &p);
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void clear();
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};
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// Channel 8, and there is only one of it: sceAudioOutput2, sceAudioSRC and sceVaudio are three
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// names for the same channel. It skips the mixer entirely - its two DMA descriptors point
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// straight at the game's buffers and the codec resamples them - so it shares nothing with the
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// mixer channels beyond what reserve agrees on. Two buffers fit; a third caller is turned away.
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struct AudioSRCChannel {
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bool reserved = false;
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u32 sampleCount = 0; // Buffer size agreed at reserve time.
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u32 leftVolume = 0;
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u32 rightVolume = 0;
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u32 format = 0;
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// For the debugger only. Not saved.
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bool mute = false;
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AudioPendingBuffer buffers[2]{};
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int bufferCount = 0;
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u32 playedSamples = 0; // Consumed from buffers[0].
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u32 frac = 0; // 16.16 position between two input samples, for resampling.
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// The driver signals a finished buffer with an event flag bit, so one completion can sit
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// there unclaimed - which is why the first output after an idle period doesn't block.
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bool completion = false;
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std::vector<SceUID> waitingThreads;
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void DoState(PointerWrap &p);
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void reset();
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void clear();
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bool Full() const {
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return bufferCount >= (int)ARRAY_SIZE(buffers);
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}
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};
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extern AudioChannel g_audioChans[PSP_AUDIO_CHANNEL_MAX];
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extern AudioSRCChannel g_audioSRC;
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// The sample rates the SRC and VAUDIO channels will accept.
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bool SRCFrequencyAllowed(int freq);
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// The two routing modes are globals rather than per-channel; they get their own little block.
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void __AudioRoutingDoState(PointerWrap &p);
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void Register_sceAudio();
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