DSP: Implement Pipe 2
Pipe 2 is a DSP pipe that is used to initialize both the DSP hardware (the application signals to the DSP to initialize) and the application (the DSP provides the memory location of structures in the shared memory region).
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4 changed files with 346 additions and 78 deletions
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@ -5,50 +5,154 @@
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#include <array>
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#include <vector>
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#include "audio_core/hle/dsp.h"
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#include "audio_core/hle/pipe.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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namespace DSP {
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namespace HLE {
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static size_t pipe2position = 0;
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static DspState dsp_state = DspState::Off;
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static std::array<std::vector<u8>, static_cast<size_t>(DspPipe::DspPipe_MAX)> pipe_data;
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void ResetPipes() {
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pipe2position = 0;
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for (auto& data : pipe_data) {
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data.clear();
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}
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dsp_state = DspState::Off;
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}
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std::vector<u8> PipeRead(u32 pipe_number, u32 length) {
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if (pipe_number != 2) {
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LOG_WARNING(Audio_DSP, "pipe_number = %u (!= 2), unimplemented", pipe_number);
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return {}; // We currently don't handle anything other than the audio pipe.
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}
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// Canned DSP responses that games expect. These were taken from HW by 3dmoo team.
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// TODO: Our implementation will actually use a slightly different response than this one.
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// TODO: Use offsetof on DSP structures instead for a proper response.
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static const std::array<u8, 32> canned_response {{
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0x0F, 0x00, 0xFF, 0xBF, 0x8E, 0x9E, 0x80, 0x86, 0x8E, 0xA7, 0x30, 0x94, 0x00, 0x84, 0x40, 0x85,
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0x8E, 0x94, 0x10, 0x87, 0x10, 0x84, 0x0E, 0xA9, 0x0E, 0xAA, 0xCE, 0xAA, 0x4E, 0xAC, 0x58, 0xAC
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}};
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// TODO: Move this into dsp::DSP service since it happens on the service side.
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// Hardware observation: No data is returned if requested length reads beyond the end of the data in-pipe.
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if (pipe2position + length > canned_response.size()) {
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std::vector<u8> PipeRead(DspPipe pipe_number, u32 length) {
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if (pipe_number >= DspPipe::DspPipe_MAX) {
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LOG_ERROR(Audio_DSP, "pipe_number = %u invalid", pipe_number);
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return {};
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}
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std::vector<u8> ret;
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for (size_t i = 0; i < length; i++, pipe2position++) {
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ret.emplace_back(canned_response[pipe2position]);
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std::vector<u8>& data = pipe_data[static_cast<size_t>(pipe_number)];
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if (length > data.size()) {
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LOG_WARNING(Audio_DSP, "pipe_number = %u is out of data, application requested read of %u but %zu remain",
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pipe_number, length, data.size());
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length = data.size();
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}
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if (length == 0)
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return {};
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std::vector<u8> ret(data.begin(), data.begin() + length);
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data.erase(data.begin(), data.begin() + length);
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return ret;
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}
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void PipeWrite(u32 pipe_number, const std::vector<u8>& buffer) {
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// TODO: proper pipe behaviour
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size_t GetPipeReadableSize(DspPipe pipe_number) {
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if (pipe_number >= DspPipe::DspPipe_MAX) {
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LOG_ERROR(Audio_DSP, "pipe_number = %u invalid", pipe_number);
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return 0;
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}
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return pipe_data[static_cast<size_t>(pipe_number)].size();
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}
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static void WriteU16(DspPipe pipe_number, u16 value) {
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std::vector<u8>& data = pipe_data[static_cast<size_t>(pipe_number)];
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// Little endian
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data.emplace_back(value & 0xFF);
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data.emplace_back(value >> 8);
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}
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static void AudioPipeWriteStructAddresses() {
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// These struct addresses are DSP dram addresses.
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// See also: DSP_DSP::ConvertProcessAddressFromDspDram
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static const std::array<u16, 15> struct_addresses = {
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0x8000 + offsetof(SharedMemory, frame_counter) / 2,
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0x8000 + offsetof(SharedMemory, source_configurations) / 2,
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0x8000 + offsetof(SharedMemory, source_statuses) / 2,
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0x8000 + offsetof(SharedMemory, adpcm_coefficients) / 2,
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0x8000 + offsetof(SharedMemory, dsp_configuration) / 2,
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0x8000 + offsetof(SharedMemory, dsp_status) / 2,
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0x8000 + offsetof(SharedMemory, final_samples) / 2,
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0x8000 + offsetof(SharedMemory, intermediate_mix_samples) / 2,
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0x8000 + offsetof(SharedMemory, compressor) / 2,
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0x8000 + offsetof(SharedMemory, dsp_debug) / 2,
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0x8000 + offsetof(SharedMemory, unknown10) / 2,
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0x8000 + offsetof(SharedMemory, unknown11) / 2,
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0x8000 + offsetof(SharedMemory, unknown12) / 2,
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0x8000 + offsetof(SharedMemory, unknown13) / 2,
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0x8000 + offsetof(SharedMemory, unknown14) / 2
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};
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// Begin with a u16 denoting the number of structs.
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WriteU16(DspPipe::Audio, struct_addresses.size());
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// Then write the struct addresses.
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for (u16 addr : struct_addresses) {
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WriteU16(DspPipe::Audio, addr);
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}
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}
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void PipeWrite(DspPipe pipe_number, const std::vector<u8>& buffer) {
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switch (pipe_number) {
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case DspPipe::Audio: {
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if (buffer.size() != 4) {
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LOG_ERROR(Audio_DSP, "DspPipe::Audio: Unexpected buffer length %zu was written", buffer.size());
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return;
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}
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enum class StateChange {
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Initalize = 0,
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Shutdown = 1,
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Wakeup = 2,
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Sleep = 3
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};
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// The difference between Initialize and Wakeup is that Input state is maintained
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// when sleeping but isn't when turning it off and on again. (TODO: Implement this.)
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// Waking up from sleep garbles some of the structs in the memory region. (TODO:
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// Implement this.) Applications store away the state of these structs before
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// sleeping and reset it back after wakeup on behalf of the DSP.
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switch (static_cast<StateChange>(buffer[0])) {
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case StateChange::Initalize:
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LOG_INFO(Audio_DSP, "Application has requested initialization of DSP hardware");
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ResetPipes();
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AudioPipeWriteStructAddresses();
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dsp_state = DspState::On;
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break;
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case StateChange::Shutdown:
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LOG_INFO(Audio_DSP, "Application has requested shutdown of DSP hardware");
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dsp_state = DspState::Off;
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break;
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case StateChange::Wakeup:
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LOG_INFO(Audio_DSP, "Application has requested wakeup of DSP hardware");
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ResetPipes();
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AudioPipeWriteStructAddresses();
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dsp_state = DspState::On;
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break;
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case StateChange::Sleep:
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LOG_INFO(Audio_DSP, "Application has requested sleep of DSP hardware");
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UNIMPLEMENTED();
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dsp_state = DspState::Sleeping;
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break;
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default:
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LOG_ERROR(Audio_DSP, "Application has requested unknown state transition of DSP hardware %hhu", buffer[0]);
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dsp_state = DspState::Off;
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break;
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}
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return;
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}
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default:
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LOG_CRITICAL(Audio_DSP, "pipe_number = %u unimplemented", pipe_number);
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UNIMPLEMENTED();
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return;
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}
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}
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DspState GetDspState() {
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return dsp_state;
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}
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} // namespace HLE
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