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On hardware sceVaudioChReserve takes ~260us once it gets past the busy check, succeed or fail, and worse threads can run meanwhile. Releasing takes ~25us and doesn't wait. We returned at once, which is what audio/sceaudio/reserve's [r] markers showed; it now passes. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
149 lines
6.6 KiB
C++
149 lines
6.6 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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#include "Common/Serialize/Serializer.h"
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#include "Common/Serialize/SerializeFuncs.h"
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#include "Core/Reporting.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/FunctionWrappers.h"
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#include "Core/HLE/ErrorCodes.h"
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#include "Core/HLE/sceVaudio.h"
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#include "Core/HLE/sceAudio.h"
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#include "Core/HLE/__sceAudio.h"
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// Ultra hacky Vaudio implementation. Not sure what the point of this API is.
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bool vaudioReserved = false;
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void __VaudioInit() {
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vaudioReserved = false;
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}
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void __VaudioDoState(PointerWrap &p) {
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auto s = p.Section("sceVaudio", 1);
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if (!s)
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return;
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Do(p, vaudioReserved);
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}
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static u32 sceVaudioChReserve(int sampleCount, int freq, int format) {
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// The vaudio channel is pickier than the normal ones: a fixed set of sample counts, stereo
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// only, and the same set of sample rates the SRC channel takes. It tests
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// 256/576/1024/1152 and then 2048, returning 0x80000104, before it looks at the format at all.
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// 576 and 1152 are the MPEG-2/2.5 and MPEG-1 Layer III frame sizes, so leaving them out broke
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// games that feed MP3 frames straight to the vaudio channel.
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if (sampleCount != 256 && sampleCount != 576 && sampleCount != 1024 && sampleCount != 1152 && sampleCount != 2048) {
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ERROR_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i) - invalid sample count", sampleCount, freq, format);
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return SCE_KERNEL_ERROR_INVALID_SIZE;
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}
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if (format != 2) {
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ERROR_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i) - unexpected format", sampleCount, freq, format);
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return SCE_KERNEL_ERROR_INVALID_FORMAT;
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}
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if (vaudioReserved) {
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ERROR_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i) - already reserved", sampleCount, freq, format);
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return SCE_KERNEL_ERROR_BUSY;
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}
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// Everything past here is the underlying sceAudioSRCChReserve, and the module marks itself
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// reserved before handing over - it does not undo that when the reserve fails. So a caller
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// that got 0x80268002 because Output2 held the channel is told 0x80000021 next time round,
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// until a release clears it.
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// From here on the call waits about 250us, whether it succeeds or not; on hardware worse
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// threads get to run meanwhile (pspautotests audio/sceaudio/reserve shows the reschedule).
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vaudioReserved = true;
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const int reserveUs = 250;
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if (freq != 0 && !SRCFrequencyAllowed(freq)) {
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ERROR_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i) - invalid frequency", sampleCount, freq, format);
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return hleDelayResult(SCE_ERROR_AUDIO_INVALID_FREQUENCY, "vaudio reserve", reserveUs);
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}
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// We still have to check the channel also, which gives a different error.
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if (g_audioSRC.reserved) {
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ERROR_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i) - channel already reserved", sampleCount, freq, format);
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return hleDelayResult(SCE_ERROR_AUDIO_CHANNEL_ALREADY_RESERVED, "vaudio reserve", reserveUs);
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}
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DEBUG_LOG(Log::sceAudio, "sceVaudioChReserve(%i, %i, %i)", sampleCount, freq, format);
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g_audioSRC.clear();
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g_audioSRC.reserved = true;
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g_audioSRC.sampleCount = sampleCount;
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g_audioSRC.format = format == 2 ? PSP_AUDIO_FORMAT_STEREO : PSP_AUDIO_FORMAT_MONO;
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__AudioSetSRCFrequency(freq);
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return hleDelayResult(0, "vaudio reserve", reserveUs);
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}
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static u32 sceVaudioChRelease() {
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DEBUG_LOG(Log::sceAudio, "sceVaudioChRelease(...)");
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// Not gated on vaudio's own flag: the release goes straight at the SRC channel, so it will
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// happily release a reservation that Output2 made. pspautotests calls that the "wrong
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// release" and the hardware allows it.
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vaudioReserved = false;
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if (!g_audioSRC.reserved) {
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return SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
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}
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// Unlike the Output2 and SRC releases, which refuse while a buffer is in flight, this one
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// hands the channel a null pointer first. That parks the caller until a buffer finishes, so
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// what was playing is played out instead of being cut off.
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__AudioSRCEnqueueBlocking(g_audioSRC, 0, -1);
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if (g_audioSRC.Full()) {
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// One drain was not enough to free a descriptor, so the release itself fails.
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return SCE_ERROR_AUDIO_CHANNEL_ALREADY_RESERVED;
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}
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// The reservation goes now rather than when the drain finishes. The caller is parked either
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// way and gets the same answer at the same time; the buffers keep playing because the mixer
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// does not look at the reservation. Only another thread peeking during that window could
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// tell the difference.
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g_audioSRC.reserved = false;
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g_audioSRC.sampleCount = 0;
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__AudioSRCSignal(g_audioSRC);
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return 0;
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}
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static u32 sceVaudioOutputBlocking(int vol, u32 buffer) {
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DEBUG_LOG(Log::sceAudio, "sceVaudioOutputBlocking(%i, %08x)", vol, buffer);
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// Shares the SRC channel, so it also shares the two-buffer depth and the busy return.
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return __AudioSRCEnqueueBlocking(g_audioSRC, buffer, vol);
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}
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static u32 sceVaudioSetEffectType(int effectType, int vol) {
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ERROR_LOG_REPORT(Log::sceAudio, "UNIMPL sceVaudioSetEffectType(%i, %i)", effectType, vol);
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return 0;
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}
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// SensMe shows that this controls the automatic audio volume normalizer
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static u32 sceVaudioSetAlcMode(int alcMode) {
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ERROR_LOG_REPORT(Log::sceAudio, "UNIMPL sceVaudioSetAlcMode(%i)", alcMode);
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return 0;
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}
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const HLEFunction sceVaudio[] = {
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{0X8986295E, &WrapU_IU<sceVaudioOutputBlocking>, "sceVaudioOutputBlocking", 'x', "ix" },
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{0X03B6807D, &WrapU_III<sceVaudioChReserve>, "sceVaudioChReserve", 'x', "iii"},
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{0X67585DFD, &WrapU_V<sceVaudioChRelease>, "sceVaudioChRelease", 'x', "" },
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{0X346FBE94, &WrapU_II<sceVaudioSetEffectType>, "sceVaudioSetEffectType", 'x', "ii" },
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{0XCBD4AC51, &WrapU_I<sceVaudioSetAlcMode>, "sceVaudioSetAlcMode", 'x', "i" },
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{0X504E4745, nullptr, "sceVaudio_504E4745", '?', "" },
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{0X27ACC20B, nullptr, "sceVaudioChReserveBuffering", '?', "" },
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{0XE8E78DC8, nullptr, "sceVaudio_E8E78DC8", '?', "" },
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};
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void Register_sceVaudio() {
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RegisterHLEModule("sceVaudio",ARRAY_SIZE(sceVaudio), sceVaudio );
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}
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