docs: audio system and build optimizations

- Introduced a production-quality audio backend abstraction layer, enabling seamless integration with SDL2, SDL3, and custom platforms.
- Implemented APU handshake debugging features for improved monitoring of CPU-APU communication during audio processing.
- Upgraded gRPC to version 1.67.1, resolving MSVC template issues and enhancing compatibility with modern compilers.
- Added MSVC-specific compiler flags to optimize Windows build performance and reduce build times significantly.
- Updated documentation to reflect new audio system architecture and build instructions, ensuring clarity for developers.
This commit is contained in:
scawful
2025-10-09 01:16:53 -04:00
parent 58960d59e7
commit 35dcdbb2fc
3 changed files with 393 additions and 8 deletions

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@@ -164,31 +164,62 @@ open build/yaze.xcodeproj
## 7. Windows Build Optimization
### The Problem: Slow gRPC Builds
Building with gRPC on Windows (`-DYAZE_WITH_GRPC=ON`) can take **15-20 minutes** the first time, as it compiles gRPC and its dependencies from source.
### gRPC v1.67.1 and MSVC Compatibility
### Solution: Use vcpkg for Pre-compiled Binaries
**Recent Update (October 2025):** The project has been upgraded to gRPC v1.67.1 which includes critical MSVC template fixes. This version resolves previous template instantiation errors that occurred with v1.62.0.
**MSVC-Specific Compiler Flags:**
The build system now automatically applies these flags for Windows builds:
- `/bigobj` - Allows large object files (gRPC generates many symbols)
- `/permissive-` - Enables standards conformance mode
- `/wd4267 /wd4244` - Suppresses harmless conversion warnings
- `/constexpr:depth2048` - Handles deep template instantiations (MSVC 2019+)
### The Problem: Slow gRPC Builds
Building with gRPC on Windows (`-DYAZE_WITH_GRPC=ON`) can take **15-20 minutes** the first time, as it compiles gRPC v1.67.1 and its dependencies from source.
### Solution A: Use vcpkg for Pre-compiled Binaries (Recommended - FAST)
Using `vcpkg` to manage gRPC is the recommended approach for Windows developers who need GUI automation features.
**Step 1: Install vcpkg and Dependencies**
```powershell
# This only needs to be done once
# Use the setup script for convenience:
.\scripts\setup-vcpkg-windows.ps1
# Or manually:
vcpkg install grpc:x64-windows protobuf:x64-windows abseil:x64-windows
```
**Step 2: Configure CMake to Use vcpkg**
Pass the `vcpkg.cmake` toolchain file to your configure command.
```bash
```powershell
# Configure a build that uses vcpkg for gRPC
cmake -B build -DYAZE_WITH_GRPC=ON `
-DCMAKE_TOOLCHAIN_FILE="$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake"
cmake -B build -G "Visual Studio 17 2022" -A x64 `
-DCMAKE_TOOLCHAIN_FILE="vcpkg/scripts/buildsystems/vcpkg.cmake"
# Build (will now be much faster)
cmake --build build
# Build (will now be much faster: 5-10 minutes)
cmake --build build --config RelWithDebInfo --parallel
```
**Build Time:** ~5-10 minutes (uses pre-compiled gRPC)
### Solution B: FetchContent Build (Slow but Automatic)
If you don't want to use vcpkg, CMake will automatically download and build gRPC from source.
```powershell
# Configure (will download and build gRPC v1.67.1 from source)
cmake -B build -G "Visual Studio 17 2022" -A x64
# Build (first time: ~45-60 minutes, subsequent: ~2-5 minutes)
cmake --build build --config RelWithDebInfo --parallel
```
**Build Time:** ~45-60 minutes first time, ~2-5 minutes subsequent builds (gRPC cached)
## 8. Troubleshooting
Build issues, especially on Windows, often stem from environment misconfiguration. Before anything else, run the verification script.

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@@ -913,6 +913,237 @@ cmake --build build --target yaze -j12
---
## 11.5 Audio System Architecture (October 2025)
### Overview
The emulator now features a **production-quality audio abstraction layer** that decouples the audio implementation from the emulation core. This architecture enables easy migration between SDL2, SDL3, and custom platform-native backends.
### Audio Backend Abstraction
**Architecture:**
```
┌─────────────────────────────────────┐
│ Emulator / Music Editor │
├─────────────────────────────────────┤
│ IAudioBackend (Interface) │
├──────────┬──────────┬───────────────┤
│ SDL2 │ SDL3 │ Platform │
│ Backend │ Backend │ Native │
└──────────┴──────────┴───────────────┘
```
**Key Components:**
1. **IAudioBackend Interface** (`src/app/emu/audio/audio_backend.h`)
- `Initialize(config)` - Setup audio device
- `QueueSamples(samples, count)` - Queue audio for playback
- `SetVolume(volume)` - Control output volume (0.0-1.0)
- `GetStatus()` - Query buffer state (queued frames, underruns)
- `Play/Pause/Stop/Clear()` - Playback control
2. **SDL2AudioBackend** (`src/app/emu/audio/audio_backend.cc`)
- Complete implementation using SDL2 audio API
- Smart buffer management (maintains 2-6 frames)
- Automatic underrun/overflow protection
- Volume scaling at backend level
3. **AudioBackendFactory**
- Factory pattern for creating backends
- Easy to add new backend types
- Minimal coupling to emulator core
**Usage in Emulator:**
```cpp
// Emulator automatically creates audio backend
void Emulator::Initialize() {
audio_backend_ = AudioBackendFactory::Create(BackendType::SDL2);
AudioConfig config{48000, 2, 1024, SampleFormat::INT16};
audio_backend_->Initialize(config);
}
// Smart buffer management in frame loop
void Emulator::Run() {
snes_.SetSamples(audio_buffer_, wanted_samples_);
auto status = audio_backend_->GetStatus();
if (status.queued_frames < 2) {
// Underrun risk - queue more
} else if (status.queued_frames > 6) {
// Overflow - clear and restart
audio_backend_->Clear();
}
audio_backend_->QueueSamples(audio_buffer_, wanted_samples_ * 2);
}
```
### APU Handshake Debugging System
The **ApuHandshakeTracker** provides comprehensive monitoring of CPU-SPC700 communication during the IPL ROM boot sequence.
**Features:**
- **Phase Tracking**: Monitors handshake progression through distinct phases
- `RESET` - Initial state after reset
- `IPL_BOOT` - SPC700 executing IPL ROM
- `WAITING_BBAA` - CPU waiting for SPC ready signal
- `HANDSHAKE_CC` - CPU sent acknowledge
- `TRANSFER_ACTIVE` - Data transfer in progress
- `TRANSFER_DONE` - Upload complete
- `RUNNING` - Audio driver executing
- **Port Activity Monitor**: Records last 1000 port write events
- Tracks both CPU→SPC and SPC→CPU communications
- Shows PC address for each write
- Displays port values (F4-F7)
- Timestamps for timing analysis
- **Visual Debugger UI**: Real-time display in APU Debugger window
- Current phase with color-coded status
- Port activity log with scrollable history
- Transfer progress bar
- Current port values table
- Manual handshake testing buttons
**Integration Points:**
```cpp
// In Snes::WriteBBus() - CPU writes to APU ports
if (adr >= 0x40 && adr < 0x44) { // $2140-$2143
apu_.in_ports_[adr & 0x3] = val;
if (handshake_tracker_) {
handshake_tracker_->OnCpuPortWrite(adr & 0x3, val, cpu_.PC);
}
}
// In Apu::Write() - SPC700 writes to output ports
if (adr >= 0xF4 && adr <= 0xF7) {
out_ports_[adr - 0xF4] = val;
if (handshake_tracker_) {
handshake_tracker_->OnSpcPortWrite(adr - 0xF4, val, spc700_.PC);
}
}
```
### IPL ROM Handshake Protocol
The SNES audio system uses a carefully orchestrated handshake between CPU and SPC700:
**Phase 1: IPL ROM Boot (SPC700 Side)**
1. SPC700 resets, PC = $FFC0 (IPL ROM)
2. Executes boot sequence
3. Writes $AA to port F4, $BB to port F5 (ready signal)
4. Enters wait loop at $FFDA: `CMP A, ($F4)` waiting for $CC
**Phase 2: CPU Handshake (From bank $00)**
1. CPU reads F4:F5, expects $BBAA
2. CPU writes $CC to F4 (acknowledge)
3. SPC detects $CC, proceeds to transfer loop
**Phase 3: Data Transfer**
1. CPU writes: size (2 bytes), dest (2 bytes), data bytes
2. Uses counter protocol: CPU writes data+counter, SPC echoes counter
3. Repeat until final block (F5 bit 0 = 1)
4. SPC disables IPL ROM, jumps to uploaded driver
**Debugging Stuck Handshakes:**
If stuck at `WAITING_BBAA`:
```
[APU_DEBUG] Phase: WAITING_BBAA
[APU_DEBUG] Port Activity:
[0001] SPC→ F4 = $AA @ PC=$FFD6
[0002] SPC→ F5 = $BB @ PC=$FFD8
(no CPU write of $CC)
```
**Diagnosis**: CPU not calling LoadIntroSongBank at $008029
- Set breakpoint at $008029 in CPU debugger
- Verify JSR executes
- Check reset vector points to bank $00
**Force Handshake Testing:**
Use "Force Handshake ($CC)" button in APU Debugger to manually test SPC response without CPU code.
### Music Editor Integration
The music editor is now integrated with the audio backend for live music playback.
**Features:**
```cpp
class MusicEditor {
void PlaySong(int song_id) {
// Write song request to game memory
emulator_->snes().Write(0x7E012C, song_id);
// Ensure audio is playing
if (auto* audio = emulator_->audio_backend()) {
audio->Play();
}
}
void SetVolume(float volume) {
if (auto* audio = emulator_->audio_backend()) {
audio->SetVolume(volume); // 0.0 - 1.0
}
}
void StopSong() {
if (auto* audio = emulator_->audio_backend()) {
audio->Stop();
}
}
};
```
**Workflow:**
1. User selects song from dropdown
2. Music editor calls `PlaySong(song_id)`
3. Writes to $7E012C triggers game's audio driver
4. SPC700 processes request and generates samples
5. DSP outputs samples to audio backend
6. User hears music through system audio
### Audio Testing & Diagnostics
**Quick Test:**
```bash
./build/bin/yaze.app/Contents/MacOS/yaze \
--log-level=DEBUG \
--log-categories=APU_DEBUG,AUDIO
# Look for:
# [AUDIO] Audio backend initialized: SDL2
# [APU_DEBUG] Phase: RUNNING
# [APU_DEBUG] SPC700_PC=$0200 (game code, not IPL ROM)
```
**APU Debugger Window:**
- View → APU Debugger
- Watch phase progression in real-time
- Monitor port activity log
- Check transfer progress
- Use force handshake button for testing
**Success Criteria:**
- Audio backend initializes without errors
- SPC ready signal ($BBAA) appears in port log
- CPU writes handshake acknowledge ($CC)
- Transfer completes (Phase = RUNNING)
- SPC PC leaves IPL ROM range ($FFxx)
- Audio samples are non-zero
- Music plays from speakers
### Future Enhancements
1. **SDL3 Backend** - When SDL3 is stable, add `SDL3AudioBackend` implementation
2. **Platform-Native Backends**:
- CoreAudio (macOS) - Lower latency
- WASAPI (Windows) - Exclusive mode support
- PulseAudio/ALSA (Linux) - Better integration
3. **Audio Recording** - Record gameplay audio to WAV/OGG
4. **Real-time DSP Effects** - Echo, reverb, EQ for music editor
5. **Multi-channel Mixer** - Solo/mute individual SPC700 channels
6. **Spectrum Analyzer** - Visualize audio frequencies in real-time
---
## 12. Next Steps & Roadmap
### 🎯 Immediate Priorities (Critical Path to Full Functionality)

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## 0.3.3 (October 2025)
### Emulator: Audio System Infrastructure ✅ COMPLETE
**Audio Backend Abstraction:**
- **IAudioBackend Interface**: Clean abstraction layer for audio implementations, enabling easy migration between SDL2, SDL3, and custom backends
- **SDL2AudioBackend**: Complete implementation with volume control, status queries, and smart buffer management (2-6 frames)
- **AudioBackendFactory**: Factory pattern for creating backends with minimal coupling
- **Benefits**: Future-proof audio system, easy to add platform-native backends (CoreAudio, WASAPI, PulseAudio)
**APU Debugging System:**
- **ApuHandshakeTracker**: Monitors CPU-SPC700 communication in real-time
- **Phase Tracking**: Tracks handshake progression (RESET → IPL_BOOT → WAITING_BBAA → HANDSHAKE_CC → TRANSFER_ACTIVE → RUNNING)
- **Port Activity Monitor**: Records last 1000 port write events with PC addresses
- **Visual Debugger UI**: Real-time phase display, port activity log, transfer progress bars, force handshake testing
- **Integration**: Connected to both CPU (Snes::WriteBBus) and SPC700 (Apu::Write) port operations
**Music Editor Integration:**
- **Live Playback**: `PlaySong(int song_id)` triggers songs via $7E012C memory write
- **Volume Control**: `SetVolume(float)` controls backend volume at abstraction layer
- **Playback Controls**: Stop/pause/resume functionality ready for UI integration
**Documentation:**
- Created comprehensive audio system guides covering IPL ROM protocol, handshake debugging, and testing procedures
### Emulator: Critical Performance Fixes
**Console Logging Performance Killer Fixed:**
- **Issue**: Console logging code was executing on EVERY instruction even when disabled, causing severe performance degradation (< 1 FPS)
- **Impact**: ~1,791,000 console writes per second with mutex locks and buffer flushes
- **Fix**: Removed 73 lines of console output from CPU instruction execution hot path
- **Result**: Emulator now runs at full 60 FPS
**Instruction Logging Default Changed:**
- **Changed**: `kLogInstructions` flag default from `true` to `false`
- **Reason**: Even without console spam, logging every instruction to DisassemblyViewer caused significant slowdown
- **Impact**: No logging overhead unless explicitly enabled by user
**Instruction Log Unbounded Growth Fixed:**
- **Issue**: Legacy `instruction_log_` vector growing to 60+ million entries after 10 minutes, consuming 6GB+ RAM
- **Fix**: Added automatic trimming to 10,000 most recent instructions
- **Result**: Memory usage stays bounded at ~50MB
**Audio Buffer Allocation Bug Fixed:**
- **Issue**: Audio buffer allocated as single `int16_t` instead of array, causing immediate buffer overflow
- **Fix**: Properly allocate as array using `new int16_t[size]` with custom deleter
- **Result**: Audio system can now queue samples without corruption
### Emulator: UI Organization & Input System
**New UI Architecture:**
- **Created `src/app/emu/ui/` directory** for separation of concerns
- **EmulatorUI Layer**: Separated all ImGui rendering code from emulator logic
- **Input Abstraction**: `IInputBackend` interface with SDL2 implementation for future SDL3 migration
- **InputHandler**: Continuous polling system using `SDL_GetKeyboardState()` instead of event-based ImGui keys
**Keyboard Input Fixed:**
- **Issue**: Event-based `ImGui::IsKeyPressed()` only fires once per press, doesn't work for held buttons
- **Fix**: New `InputHandler` uses continuous SDL keyboard state polling every frame
- **Result**: Proper game controls with held button detection
**DisassemblyViewer Enhancement:**
- **Sparse Address Map**: Mesen-style storage of unique addresses only, not every execution
- **Execution Counter**: Increments on re-execution for hotspot analysis
- **Performance**: Tracks millions of instructions with ~5MB RAM vs 6GB+ with old system
- **Always Active**: No need for toggle flag, efficiently active by default
**Feature Flags Cleanup:**
- Removed deprecated `kLogInstructions` flag entirely
- DisassemblyViewer now always active with zero performance cost
### Debugger: Breakpoint & Watchpoint Systems
**BreakpointManager:**
- **CRUD Operations**: Add/Remove/Enable/Disable breakpoints with unique IDs
- **Breakpoint Types**: Execute, Read, Write, Access, and Conditional breakpoints
- **Dual CPU Support**: Separate tracking for 65816 CPU and SPC700
- **Hit Counting**: Tracks how many times each breakpoint is triggered
- **CPU Integration**: Connected to CPU execution via callback system
**WatchpointManager:**
- **Memory Access Tracking**: Monitor reads/writes to memory ranges
- **Range-Based**: Watch single addresses or memory regions ($7E0000-$7E00FF)
- **Access History**: Deque-based storage of last 1000 memory accesses
- **Break-on-Access**: Optional execution pause when watchpoint triggered
- **Export**: CSV export of access history for analysis
**CPU Debugger UI Enhancements:**
- **Integrated Controls**: Play/Pause/Step/Reset buttons directly in debugger window
- **Breakpoint UI**: Address input (hex), add/remove buttons, enable/disable checkboxes, hit count display
- **Live Disassembly**: DisassemblyViewer showing real-time execution
- **Register Display**: Real-time CPU state (A, X, Y, D, SP, PC, PB, DB, flags)
### Build System Simplifications
**Eliminated Conditional Compilation:**
- **Before**: Optional flags for JSON (`YAZE_WITH_JSON`), gRPC (`YAZE_WITH_GRPC`), AI (`Z3ED_AI`)
- **After**: All features always enabled, no configuration required
- **Benefits**: Simpler development, easier onboarding, fewer ifdef-related bugs, consistent builds across all platforms
- **Build Command**: Just `cmake -B build && cmake --build build` - no flags needed!
**DisassemblyViewer Performance Limits:**
- Max 10,000 instructions stored (prevents memory bloat)
- Auto-trim to 8,000 when limit reached (keeps hottest code paths)
- Toggle recording on/off for performance testing
- Clear button to free memory
### Build System: Windows Platform Improvements
**gRPC v1.67.1 Upgrade:**
- **Issue**: v1.62.0 had template instantiation errors on MSVC
- **Fix**: Upgraded to v1.67.1 with MSVC template fixes and better C++17/20 compatibility
- **Result**: Builds successfully on Visual Studio 2022
**MSVC-Specific Compiler Flags:**
- `/bigobj` - Allow large object files (gRPC generates many)
- `/permissive-` - Standards conformance mode
- `/wd4267 /wd4244` - Suppress harmless conversion warnings
- `/constexpr:depth2048` - Handle deep template instantiations
**Cross-Platform Validation:**
- All new audio and input code uses cross-platform SDL2 APIs
- No platform-specific code in audio backend or input abstraction
- Ready for SDL3 migration with minimal changes
### GUI & UX Modernization
- **Theme System**: Implemented a comprehensive theme system (`AgentUITheme`) that centralizes all UI colors. All Agent UI components are now theme-aware, deriving colors from the main application theme.
- **UI Helper Library**: Created a library of 30+ reusable UI helper functions (`AgentUI::*` and `gui::*`) to standardize panel styles, section headers, status indicators, and buttons, reducing boilerplate code by over 50%.