| Rockbox From A Technical Angle |
| ============================== |
| |
| Background |
| |
| [Most, if not all, of this document is completely outdated. You should rather |
| hunt down this info in the Rockbox wiki or source code!] |
| |
| Björn Stenberg started this venture back in the late year 2001. The first |
| Rockbox code was committed to CVS end of March 2002. Rockbox 1.0 was |
| released in June. |
| |
| Booting and (De)Scrambling |
| |
| The built-in firmware in the Archos Jukebox reads a file from disk into |
| memory, descrambles it, verifies the checksum and then runs it as code. When |
| we build Rockbox images, we scramble the result file to use the same kind of |
| scrambling that the original Archos firmware uses so that it can be loaded |
| by the built-in firmware. |
| |
| 1) The built-in firmware starts |
| 2) It looks in the root directory for a file called "archos.mod" (player) |
| or "ajbrec.ajz" (recorder) |
| 3) If it finds one, it loads the file, descrambles it and runs it |
| |
| CPU |
| |
| The CPU in use is a SH7034 from Hitachi, running at 11.0592MHz (recorder) |
| or 12MHz (player). |
| Most single instructions are executed in 1 cycle. There is a 4KB internal RAM |
| and a 2MB external RAM. |
| |
| Memory Usage |
| |
| All Archos Jukebox models have only 2MB RAM. The RAM is used for everything, |
| including code, graphics and config. To be able to play as long as possible |
| without having to load more data, the size of the mpeg playing buffer must |
| remain as big as possible. Also, since we need to be able to do almost |
| everything in Rockbox simultaneously, we use no dynamic memory allocation |
| system at all. All sub-parts that needs memory must allocate their needs |
| staticly. This puts a great responsibility on all coders. |
| |
| Playing MPEG |
| |
| The MPEG decoding is performed by an external circuit, MAS3507D (for the |
| Player/Studio models) or MAS3587F (for the Recorder models). |
| |
| The CPU has a serial connection to the MAS for MP3 playback, using serial |
| port 0 at approx. 1mbit/s. The MAS has a handshake signal called DEMAND, |
| that informs the CPU when it wants more MP3 data. Whenever the DEMAND |
| signal goes high, it wants data sent over the serial line, and it wants it |
| quickly, within ~1ms. When the MAS has received enough data, it negates the |
| DEMAND signal and expects the incoming data stream to stop within 1ms. |
| |
| The DEMAND signal is connected to a port pin on the CPU which can generate |
| an IRQ, but only on the falling edge. That means that the mpeg driver code |
| must poll the DEMAND signal every ms to keep the MAS happy. The mpeg code |
| does use the IRQ to detect the falling edge when the MAS is "full". |
| |
| Unfortunately, the serial port on the CPU sends the LSB first, and the MAS |
| expects the MSB first. Therefore we have to revers the bit order in every |
| byte in the loaded MP3 data. This is referred to as "bit swapping" in the |
| Rockbox code. |
| |
| The internal DMA controller is used to feed the serial port with data. The |
| driver works roughly like this: |
| |
| 1) Load MP3 data into the RAM buffer |
| 2) Bitswap the data |
| 3) Load the DMA source pointer to the next 64Kbyte block to be transferred |
| 4) Wait until DEMAND is high |
| 5) Enable the DMA |
| 6) Wait until the falling DEMAND pin generates an IRQ |
| 7) Disable the DMA |
| 8) Go to 4 |
| |
| The DMA generates an IRQ when the 64Kbyte block is transferred, and the |
| IRQ handler updates the DMA source pointer. |
| |
| |
| _____________________________ |
| | | |
| DEMAND __________| |_____________ |
| _ _ _ _ _ _ _ _ _ |
| SC0 _____________/ \/ \/ \/ \/ \/ \/ \/ \/ \____________ |
| \_/\_/\_/\_/\_/\_/\_/\_/\_/ |
| ^ ^ |
| | | |
| Poll sees the DEMAND The DEMAND pin generates |
| signal go high and an IRQ that in turn disables |
| enables the DMA the DMA again |
| |
| Spinning The Disk Up/Down |
| |
| To save battery, the spinning of the harddrive must be kept at a minimum. |
| Rockbox features a timeout, so that if no action has been performed within N |
| seconds, the disk will spin-down automaticly. However, if the disk was used |
| for mpeg-loading for music playback, the spin-down will be almost immediate |
| as then there's no point in timing out. The N second timer is thus only used |
| when the disk-activity is trigged by a user. |
| |
| FAT and Mounting |
| |
| Rockbox scans the partitions of the disk and tries to mount them as fat32 |
| filesystems at boot. |
| |
| Directory Buffer |
| |
| When using the "dir browser" in Rockbox to display a single directory, it |
| loads all entries in the directory into memory first, then sorts them and |
| presents them on screen. The buffer used for all file entries is limited to |
| maximum 16K or 400 entries. If the file names are longish, the 16K will run |
| out before 400 entries have been used. |
| |
| This rather limited buffer size is of course again related to the necessity |
| to keep the footprint small to keep the mpeg buffer as large as possible. |
| |
| Playlist Concepts |
| |
| One of the most obvious limitations in the firmware Rockbox tries to |
| outperform, was the way playlists were dealt with. |
| |
| When loading a playlist (which is a plain text file with file names |
| separated by newlines), Rockbox will scan through the file and store indexes |
| to all file names in an array. The array itself has a 10000-entry limit (for |
| memory size reasons). |
| |
| To play a specific song from the playlist, Rockbox checks the index and then |
| seeks to that position in the original file on disk and gets the file name |
| from there. This way, very little memory is wasted and yet very large |
| playlists are supported. |
| |
| Playing a Directory |
| |
| Playing a full directory is using the same technique as with playlists. The |
| difference is that the playlist is not a file on disk, but is the directory |
| buffer. |
| |
| Shuffle |
| |
| Since the playlist is a an array of indexes to where to read the file name, |
| shuffle modifies the order of these indexes in the array. The algorithm is |
| pretty much like shuffling a deck of cards, and it uses a pseudo random |
| generator called the Mersenne Twister. The randomness is identical for the |
| same random seed. This is the secret to good resume. Even when you've shut |
| down your unit and re-starts it, using the same random seed as the previous |
| time will give exactly the same random order. |
| |
| Saving Config Data |
| |
| The Player/Studio models have no battery-backuped memory while the Recorder |
| models have 44 bytes battery-backuped. |
| |
| To save data to be persistent and around even after reboots, Rockbox uses |
| harddisk sector 63, which is outside the FAT32 filesystem. (Recorder models |
| also get some data stored in the battery-backuped area). |
| |
| The config is only saved when the disk is spinning. This is important to |
| realize, as if you change a config setting and then immediately shuts your |
| unit down, the new config is not saved. |
| |
| DEVELOPERS: |
| The config checksum includes a header with a version number. This version |
| number must be increased when the config structure becomes incompatible. |
| This makes the checksum check fail, and the settings are reset to default |
| values. |
| |
| Resume Explained |
| |
| ... |
| |
| Charging |
| |
| (Charging concerns Recorder models only, the other models have hardware- |
| controlled charging that Rockbox can't affect.) |
| |
| ... |
| |
| Profiling |
| |
| Rockbox contains a profiling system which can be used to monitor call count |
| and time in function for a specific set of functions on a single thread. |
| |
| To use this functionality: |
| 1) Configure a developer build with profiling support. |
| 2) Make sure that the functions of interest will be compiled with the |
| PROFILE_OPTS added to their CFLAGS |
| 3) On the same thread as these functions will be run, surround the relevent |
| running time with calls to profile_thread and profstop. (For codecs, |
| this can be done in the codec.c file for example) |
| 4) Compile and run the code on the target, after the section to be profiled |
| exits (when profstop is called) a profile.out file will be written to |
| the player's root. |
| 5) Use the tools/profile_reader/profile_reader.pl script to convert the |
| profile.out into a human readable format. This script requires the |
| relevent map files and object (or library) files created in the build. |
| (ex: ./profile_reader.pl profile.out m68k-elf-objdump vorbis.map libtremor.a 0) |
| |
| There is also a profile_comparator.pl script which can compare two profile |
| runs as output by the above script to show percent change from optimization |
| |
| profile_reader.pl requires a recent binutils that can automatically handle |
| target object files, or objdump in path to be the target-objdump. |