mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-06 19:50:33 -06:00
* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
124 lines
4.0 KiB
C++
124 lines
4.0 KiB
C++
#include <stdafx.h>
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#include "xaudio_driver.h"
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#include <xaudio2.h>
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#include <cpu/code_cache.h>
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#include <cpu/guest_thread.h>
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#include <cpu/guest_code.h>
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#include <cpu/ppc_context.h>
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#include <kernel/heap.h>
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#define XAUDIO_DRIVER_KEY (uint32_t)('XAUD')
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PPCFunc* volatile g_clientCallback{};
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DWORD g_clientCallbackParam{}; // pointer in guest memory
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DWORD g_driverThread{};
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// TODO: Should use a counted ptr
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IXAudio2* g_audio{};
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IXAudio2MasteringVoice* g_masteringVoice{};
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IXAudio2SourceVoice* g_sourceVoice{};
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constexpr uint32_t g_semaphoreCount = 16;
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constexpr uint32_t g_audioFrameSize = 256 * 6;
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HANDLE g_audioSemaphore{ CreateSemaphoreA(nullptr, g_semaphoreCount, g_semaphoreCount, nullptr) };
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uint32_t g_audioFrames[g_audioFrameSize * g_semaphoreCount];
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uint32_t g_audioFrameIndex = 0;
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class VoiceCallback : public IXAudio2VoiceCallback
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{
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STDMETHOD_(void, OnVoiceProcessingPassStart)(UINT32 BytesRequired) override {}
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STDMETHOD_(void, OnVoiceProcessingPassEnd)() override {}
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STDMETHOD_(void, OnBufferStart)(void* pBufferContext) override {}
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STDMETHOD_(void, OnBufferEnd)(void* pBufferContext) override
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{
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ReleaseSemaphore(g_audioSemaphore, 1, nullptr);
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}
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STDMETHOD_(void, OnStreamEnd)() override {}
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STDMETHOD_(void, OnLoopEnd)(void* pBufferContext) override {}
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STDMETHOD_(void, OnVoiceError)(void* pBufferContext, HRESULT Error) override {}
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} gVoiceCallback;
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PPC_FUNC(DriverLoop)
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{
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GuestThread::SetThreadName(GetCurrentThreadId(), "Audio Driver");
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while (true)
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{
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if (!g_clientCallback)
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{
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continue;
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}
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WaitForSingleObject(g_audioSemaphore, INFINITE);
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ctx.r3.u64 = g_clientCallbackParam;
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GuestCode::Run((void*)g_clientCallback, &ctx);
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}
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}
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void XAudioInitializeSystem()
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{
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if (g_audio)
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{
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return;
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}
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//reinterpret_cast<decltype(&XAudio2Create)>(
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// GetProcAddress(LoadLibraryA("XAudio2_8.dll"), "XAudio2Create"))(&gAudio, 0, 1);
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XAudio2Create(&g_audio);
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g_audio->CreateMasteringVoice(&g_masteringVoice);
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WAVEFORMATIEEEFLOATEX format{};
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format.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE;
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format.Format.cbSize = sizeof(format) - sizeof(format.Format);
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format.Format.nChannels = XAUDIO_NUM_CHANNELS;
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format.Format.nSamplesPerSec = XAUDIO_SAMPLES_HZ;
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format.Format.wBitsPerSample = XAUDIO_SAMPLE_BITS;
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format.Format.nBlockAlign = (format.Format.nChannels * format.Format.wBitsPerSample) / 8;
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format.Format.nAvgBytesPerSec = format.Format.nSamplesPerSec * format.Format.nBlockAlign;
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format.SubFormat = KSDATAFORMAT_SUBTYPE_IEEE_FLOAT;
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format.Samples.wValidBitsPerSample = format.Format.wBitsPerSample;
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format.dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_CENTER | SPEAKER_FRONT_RIGHT |
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SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT;
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g_audio->CreateSourceVoice(&g_sourceVoice, &format.Format, 0, 1024, &gVoiceCallback);
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g_sourceVoice->Start();
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KeInsertHostFunction(XAUDIO_DRIVER_KEY, DriverLoop);
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GuestThread::Start({ XAUDIO_DRIVER_KEY, 0, 0 }, nullptr);
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}
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void XAudioRegisterClient(PPCFunc* callback, uint32_t param)
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{
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auto* pClientParam = static_cast<uint32_t*>(g_userHeap.Alloc(sizeof(param)));
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ByteSwapInplace(param);
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*pClientParam = param;
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g_clientCallbackParam = g_memory.MapVirtual(pClientParam);
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g_clientCallback = callback;
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}
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void XAudioSubmitFrame(void* samples)
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{
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uint32_t* audioFrame = &g_audioFrames[g_audioFrameSize * g_audioFrameIndex];
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g_audioFrameIndex = (g_audioFrameIndex + 1) % g_semaphoreCount;
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for (size_t i = 0; i < XAUDIO_NUM_SAMPLES; i++)
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{
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for (size_t j = 0; j < 6; j++)
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audioFrame[i * XAUDIO_NUM_CHANNELS + j] = ByteSwap(((uint32_t*)samples)[j * XAUDIO_NUM_SAMPLES + i]);
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}
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XAUDIO2_BUFFER buffer{};
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buffer.pAudioData = (BYTE*)audioFrame;
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buffer.AudioBytes = XAUDIO_NUM_SAMPLES * XAUDIO_NUM_CHANNELS * sizeof(float);
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buffer.PlayLength = XAUDIO_NUM_SAMPLES;
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g_sourceVoice->SubmitSourceBuffer(&buffer);
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}
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