                        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  [Most, if not all, of this document is completely outdated.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 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.
