Ryujinx/Ryujinx.Audio/Renderer/Server/MemoryPool/PoolMapper.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
2021-02-26 01:11:56 +01:00

383 lines
14 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common.Logging;
using System;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using CpuAddress = System.UInt64;
using DspAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Memory pool mapping helper.
/// </summary>
public class PoolMapper
{
const uint CurrentProcessPseudoHandle = 0xFFFF8001;
/// <summary>
/// The result of <see cref="Update(ref MemoryPoolState, ref MemoryPoolInParameter, ref MemoryPoolOutStatus)"/>.
/// </summary>
public enum UpdateResult : uint
{
/// <summary>
/// No error reported.
/// </summary>
Success = 0,
/// <summary>
/// The user parameters were invalid.
/// </summary>
InvalidParameter = 1,
/// <summary>
/// <see cref="Dsp.AudioProcessor"/> mapping failed.
/// </summary>
MapError = 2,
/// <summary>
/// <see cref="Dsp.AudioProcessor"/> unmapping failed.
/// </summary>
UnmapError = 3
}
/// <summary>
/// The handle of the process owning the CPU memory manipulated.
/// </summary>
private uint _processHandle;
/// <summary>
/// The <see cref="Memory{MemoryPoolState}"/> that will be manipulated.
/// </summary>
private Memory<MemoryPoolState> _memoryPools;
/// <summary>
/// If set to true, this will try to force map memory pool even if their state are considered invalid.
/// </summary>
private bool _isForceMapEnabled;
/// <summary>
/// Create a new <see cref="PoolMapper"/> used for system mapping.
/// </summary>
/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
public PoolMapper(uint processHandle, bool isForceMapEnabled)
{
_processHandle = processHandle;
_isForceMapEnabled = isForceMapEnabled;
_memoryPools = Memory<MemoryPoolState>.Empty;
}
/// <summary>
/// Create a new <see cref="PoolMapper"/> used for user mapping.
/// </summary>
/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
/// <param name="memoryPool">The user memory pools.</param>
/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
public PoolMapper(uint processHandle, Memory<MemoryPoolState> memoryPool, bool isForceMapEnabled)
{
_processHandle = processHandle;
_memoryPools = memoryPool;
_isForceMapEnabled = isForceMapEnabled;
}
/// <summary>
/// Initialize the <see cref="MemoryPoolState"/> for system use.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> for system use.</param>
/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
/// <param name="size">The size to assign.</param>
/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
public bool InitializeSystemPool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
{
if (memoryPool.Location != MemoryPoolState.LocationType.Dsp)
{
return false;
}
return InitializePool(ref memoryPool, cpuAddress, size);
}
/// <summary>
/// Initialize the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
/// <param name="size">The size to assign.</param>
/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
public bool InitializePool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
{
memoryPool.SetCpuAddress(cpuAddress, size);
return Map(ref memoryPool) != 0;
}
/// <summary>
/// Get the process handle associated to the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
/// <returns>Returns the process handle associated to the <see cref="MemoryPoolState"/>.</returns>
public uint GetProcessHandle(ref MemoryPoolState memoryPool)
{
if (memoryPool.Location == MemoryPoolState.LocationType.Cpu)
{
return CurrentProcessPseudoHandle;
}
else if (memoryPool.Location == MemoryPoolState.LocationType.Dsp)
{
return _processHandle;
}
return 0;
}
/// <summary>
/// Map the <see cref="MemoryPoolState"/> on the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to map.</param>
/// <returns>Returns the DSP address mapped.</returns>
public DspAddress Map(ref MemoryPoolState memoryPool)
{
DspAddress result = AudioProcessorMemoryManager.Map(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
if (result != 0)
{
memoryPool.DspAddress = result;
}
return result;
}
/// <summary>
/// Unmap the <see cref="MemoryPoolState"/> from the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to unmap.</param>
/// <returns>Returns true if unmapped.</returns>
public bool Unmap(ref MemoryPoolState memoryPool)
{
if (memoryPool.IsUsed)
{
return false;
}
AudioProcessorMemoryManager.Unmap(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
memoryPool.SetCpuAddress(0, 0);
memoryPool.DspAddress = 0;
return true;
}
/// <summary>
/// Find a <see cref="MemoryPoolState"/> associated to the region given.
/// </summary>
/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
/// <param name="size">The region size.</param>
/// <returns>Returns the <see cref="MemoryPoolState"/> found or <see cref="Memory{MemoryPoolState}.Empty"/> if not found.</returns>
private Span<MemoryPoolState> FindMemoryPool(CpuAddress cpuAddress, ulong size)
{
if (!_memoryPools.IsEmpty && _memoryPools.Length > 0)
{
for (int i = 0; i < _memoryPools.Length; i++)
{
if (_memoryPools.Span[i].Contains(cpuAddress, size))
{
return _memoryPools.Span.Slice(i, 1);
}
}
}
return Span<MemoryPoolState>.Empty;
}
/// <summary>
/// Force unmap the given <see cref="AddressInfo"/>.
/// </summary>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to force unmap</param>
public void ForceUnmap(ref AddressInfo addressInfo)
{
if (_isForceMapEnabled)
{
Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
if (!memoryPool.IsEmpty)
{
AudioProcessorMemoryManager.Unmap(_processHandle, memoryPool[0].CpuAddress, memoryPool[0].Size);
return;
}
AudioProcessorMemoryManager.Unmap(_processHandle, addressInfo.CpuAddress, 0);
}
}
/// <summary>
/// Try to attach the given region to the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="errorInfo">The error information if an error was generated.</param>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to attach the region to.</param>
/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
/// <param name="size">The region size.</param>
/// <returns>Returns true if mapping was performed.</returns>
public bool TryAttachBuffer(out ErrorInfo errorInfo, ref AddressInfo addressInfo, CpuAddress cpuAddress, ulong size)
{
errorInfo = new ErrorInfo();
addressInfo.Setup(cpuAddress, size);
if (AssignDspAddress(ref addressInfo))
{
errorInfo.ErrorCode = 0x0;
errorInfo.ExtraErrorInfo = 0x0;
return true;
}
else
{
errorInfo.ErrorCode = ResultCode.InvalidAddressInfo;
errorInfo.ExtraErrorInfo = addressInfo.CpuAddress;
return _isForceMapEnabled;
}
}
/// <summary>
/// Update a <see cref="MemoryPoolState"/> using user parameters.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to update.</param>
/// <param name="inParameter">Input user parameter.</param>
/// <param name="outStatus">Output user parameter.</param>
/// <returns>Returns the <see cref="UpdateResult"/> of the operations performed.</returns>
public UpdateResult Update(ref MemoryPoolState memoryPool, ref MemoryPoolInParameter inParameter, ref MemoryPoolOutStatus outStatus)
{
MemoryPoolUserState inputState = inParameter.State;
MemoryPoolUserState outputState;
const uint pageSize = 0x1000;
if (inputState != MemoryPoolUserState.RequestAttach && inputState != MemoryPoolUserState.RequestDetach)
{
return UpdateResult.Success;
}
if (inParameter.CpuAddress == 0 || (inParameter.CpuAddress & (pageSize - 1)) != 0)
{
return UpdateResult.InvalidParameter;
}
if (inParameter.Size == 0 || (inParameter.Size & (pageSize - 1)) != 0)
{
return UpdateResult.InvalidParameter;
}
if (inputState == MemoryPoolUserState.RequestAttach)
{
bool initializeSuccess = InitializePool(ref memoryPool, inParameter.CpuAddress, inParameter.Size);
if (!initializeSuccess)
{
memoryPool.SetCpuAddress(0, 0);
Logger.Error?.Print(LogClass.AudioRenderer, $"Map of memory pool (address: 0x{inParameter.CpuAddress:x}, size 0x{inParameter.Size:x}) failed!");
return UpdateResult.MapError;
}
outputState = MemoryPoolUserState.Attached;
}
else
{
if (memoryPool.CpuAddress != inParameter.CpuAddress || memoryPool.Size != inParameter.Size)
{
return UpdateResult.InvalidParameter;
}
if (!Unmap(ref memoryPool))
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Unmap of memory pool (address: 0x{memoryPool.CpuAddress:x}, size 0x{memoryPool.Size:x}) failed!");
return UpdateResult.UnmapError;
}
outputState = MemoryPoolUserState.Detached;
}
outStatus.State = outputState;
return UpdateResult.Success;
}
/// <summary>
/// Map the <see cref="AddressInfo"/> to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to map.</param>
/// <returns>Returns true if mapping was performed.</returns>
private bool AssignDspAddress(ref AddressInfo addressInfo)
{
if (addressInfo.CpuAddress == 0)
{
return false;
}
if (_memoryPools.Length > 0)
{
Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
if (!memoryPool.IsEmpty)
{
addressInfo.SetupMemoryPool(memoryPool);
return true;
}
}
if (_isForceMapEnabled)
{
DspAddress dspAddress = AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
addressInfo.ForceMappedDspAddress = dspAddress;
AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
}
else
{
unsafe
{
addressInfo.SetupMemoryPool(MemoryPoolState.Null);
}
}
return false;
}
/// <summary>
/// Remove the usage flag from all the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="Memory{MemoryPoolState}"/> to reset.</param>
public static void ClearUsageState(Memory<MemoryPoolState> memoryPool)
{
foreach (ref MemoryPoolState info in memoryPool.Span)
{
info.IsUsed = false;
}
}
}
}