Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/apu/driver/xaudio_driver.cpp
Skyth (Asilkan) 67633917bf Linux support. (#54)
* 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.

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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)

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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>
2024-12-21 00:44:05 +03:00

124 lines
4.0 KiB
C++

#include <stdafx.h>
#include "xaudio_driver.h"
#include <xaudio2.h>
#include <cpu/code_cache.h>
#include <cpu/guest_thread.h>
#include <cpu/guest_code.h>
#include <cpu/ppc_context.h>
#include <kernel/heap.h>
#define XAUDIO_DRIVER_KEY (uint32_t)('XAUD')
PPCFunc* volatile g_clientCallback{};
DWORD g_clientCallbackParam{}; // pointer in guest memory
DWORD g_driverThread{};
// TODO: Should use a counted ptr
IXAudio2* g_audio{};
IXAudio2MasteringVoice* g_masteringVoice{};
IXAudio2SourceVoice* g_sourceVoice{};
constexpr uint32_t g_semaphoreCount = 16;
constexpr uint32_t g_audioFrameSize = 256 * 6;
HANDLE g_audioSemaphore{ CreateSemaphoreA(nullptr, g_semaphoreCount, g_semaphoreCount, nullptr) };
uint32_t g_audioFrames[g_audioFrameSize * g_semaphoreCount];
uint32_t g_audioFrameIndex = 0;
class VoiceCallback : public IXAudio2VoiceCallback
{
STDMETHOD_(void, OnVoiceProcessingPassStart)(UINT32 BytesRequired) override {}
STDMETHOD_(void, OnVoiceProcessingPassEnd)() override {}
STDMETHOD_(void, OnBufferStart)(void* pBufferContext) override {}
STDMETHOD_(void, OnBufferEnd)(void* pBufferContext) override
{
ReleaseSemaphore(g_audioSemaphore, 1, nullptr);
}
STDMETHOD_(void, OnStreamEnd)() override {}
STDMETHOD_(void, OnLoopEnd)(void* pBufferContext) override {}
STDMETHOD_(void, OnVoiceError)(void* pBufferContext, HRESULT Error) override {}
} gVoiceCallback;
PPC_FUNC(DriverLoop)
{
GuestThread::SetThreadName(GetCurrentThreadId(), "Audio Driver");
while (true)
{
if (!g_clientCallback)
{
continue;
}
WaitForSingleObject(g_audioSemaphore, INFINITE);
ctx.r3.u64 = g_clientCallbackParam;
GuestCode::Run((void*)g_clientCallback, &ctx);
}
}
void XAudioInitializeSystem()
{
if (g_audio)
{
return;
}
//reinterpret_cast<decltype(&XAudio2Create)>(
// GetProcAddress(LoadLibraryA("XAudio2_8.dll"), "XAudio2Create"))(&gAudio, 0, 1);
XAudio2Create(&g_audio);
g_audio->CreateMasteringVoice(&g_masteringVoice);
WAVEFORMATIEEEFLOATEX format{};
format.Format.wFormatTag = WAVE_FORMAT_EXTENSIBLE;
format.Format.cbSize = sizeof(format) - sizeof(format.Format);
format.Format.nChannels = XAUDIO_NUM_CHANNELS;
format.Format.nSamplesPerSec = XAUDIO_SAMPLES_HZ;
format.Format.wBitsPerSample = XAUDIO_SAMPLE_BITS;
format.Format.nBlockAlign = (format.Format.nChannels * format.Format.wBitsPerSample) / 8;
format.Format.nAvgBytesPerSec = format.Format.nSamplesPerSec * format.Format.nBlockAlign;
format.SubFormat = KSDATAFORMAT_SUBTYPE_IEEE_FLOAT;
format.Samples.wValidBitsPerSample = format.Format.wBitsPerSample;
format.dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_CENTER | SPEAKER_FRONT_RIGHT |
SPEAKER_LOW_FREQUENCY | SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT;
g_audio->CreateSourceVoice(&g_sourceVoice, &format.Format, 0, 1024, &gVoiceCallback);
g_sourceVoice->Start();
KeInsertHostFunction(XAUDIO_DRIVER_KEY, DriverLoop);
GuestThread::Start({ XAUDIO_DRIVER_KEY, 0, 0 }, nullptr);
}
void XAudioRegisterClient(PPCFunc* callback, uint32_t param)
{
auto* pClientParam = static_cast<uint32_t*>(g_userHeap.Alloc(sizeof(param)));
ByteSwapInplace(param);
*pClientParam = param;
g_clientCallbackParam = g_memory.MapVirtual(pClientParam);
g_clientCallback = callback;
}
void XAudioSubmitFrame(void* samples)
{
uint32_t* audioFrame = &g_audioFrames[g_audioFrameSize * g_audioFrameIndex];
g_audioFrameIndex = (g_audioFrameIndex + 1) % g_semaphoreCount;
for (size_t i = 0; i < XAUDIO_NUM_SAMPLES; i++)
{
for (size_t j = 0; j < 6; j++)
audioFrame[i * XAUDIO_NUM_CHANNELS + j] = ByteSwap(((uint32_t*)samples)[j * XAUDIO_NUM_SAMPLES + i]);
}
XAUDIO2_BUFFER buffer{};
buffer.pAudioData = (BYTE*)audioFrame;
buffer.AudioBytes = XAUDIO_NUM_SAMPLES * XAUDIO_NUM_CHANNELS * sizeof(float);
buffer.PlayLength = XAUDIO_NUM_SAMPLES;
g_sourceVoice->SubmitSourceBuffer(&buffer);
}