a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
188 lines
7.3 KiB
C#
188 lines
7.3 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Cpu;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Ryujinx.Audio.Renderer.Dsp.State.AuxiliaryBufferHeader;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class AuxiliaryBufferCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.AuxiliaryBuffer;
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public ulong EstimatedProcessingTime { get; set; }
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public uint InputBufferIndex { get; }
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public uint OutputBufferIndex { get; }
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public AuxiliaryBufferAddresses BufferInfo { get; }
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public CpuAddress InputBuffer { get; }
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public CpuAddress OutputBuffer { get; }
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public uint CountMax { get; }
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public uint UpdateCount { get; }
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public uint WriteOffset { get; }
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public bool IsEffectEnabled { get; }
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public AuxiliaryBufferCommand(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset,
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ref AuxiliaryBufferAddresses sendBufferInfo, bool isEnabled, uint countMax,
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CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = bufferOffset + inputBufferOffset;
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OutputBufferIndex = bufferOffset + outputBufferOffset;
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BufferInfo = sendBufferInfo;
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InputBuffer = inputBuffer;
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OutputBuffer = outputBuffer;
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CountMax = countMax;
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UpdateCount = updateCount;
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WriteOffset = writeOffset;
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IsEffectEnabled = isEnabled;
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}
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private uint Read(MemoryManager memoryManager, ulong bufferAddress, uint countMax, Span<int> outBuffer, uint count, uint readOffset, uint updateCount)
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{
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if (countMax == 0 || bufferAddress == 0)
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{
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return 0;
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}
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uint targetReadOffset = readOffset + AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo);
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if (targetReadOffset > countMax)
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{
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return 0;
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}
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uint remaining = count;
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uint outBufferOffset = 0;
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while (remaining != 0)
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{
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uint countToWrite = Math.Min(countMax - targetReadOffset, remaining);
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memoryManager.Read(bufferAddress + targetReadOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(outBuffer.Slice((int)outBufferOffset, (int)countToWrite)));
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targetReadOffset = (targetReadOffset + countToWrite) % countMax;
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remaining -= countToWrite;
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outBufferOffset += countToWrite;
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}
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if (updateCount != 0)
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{
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uint newReadOffset = (AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo) + updateCount) % countMax;
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AuxiliaryBufferInfo.SetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo, newReadOffset);
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}
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return count;
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}
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private uint Write(MemoryManager memoryManager, ulong outBufferAddress, uint countMax, ReadOnlySpan<int> buffer, uint count, uint writeOffset, uint updateCount)
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{
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if (countMax == 0 || outBufferAddress == 0)
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{
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return 0;
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}
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uint targetWriteOffset = writeOffset + AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo);
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if (targetWriteOffset > countMax)
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{
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return 0;
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}
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uint remaining = count;
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uint inBufferOffset = 0;
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while (remaining != 0)
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{
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uint countToWrite = Math.Min(countMax - targetWriteOffset, remaining);
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memoryManager.Write(outBufferAddress + targetWriteOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(buffer.Slice((int)inBufferOffset, (int)countToWrite)));
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targetWriteOffset = (targetWriteOffset + countToWrite) % countMax;
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remaining -= countToWrite;
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inBufferOffset += countToWrite;
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}
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if (updateCount != 0)
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{
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uint newWriteOffset = (AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo) + updateCount) % countMax;
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AuxiliaryBufferInfo.SetWriteOffset(memoryManager, BufferInfo.SendBufferInfo, newWriteOffset);
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}
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return count;
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}
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public void Process(CommandList context)
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{
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Span<float> inputBuffer = context.GetBuffer((int)InputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer((int)OutputBufferIndex);
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if (IsEffectEnabled)
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{
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Span<int> inputBufferInt = MemoryMarshal.Cast<float, int>(inputBuffer);
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Span<int> outputBufferInt = MemoryMarshal.Cast<float, int>(outputBuffer);
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// Convert input data to the target format for user (int)
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DataSourceHelper.ToInt(inputBufferInt, inputBuffer, outputBuffer.Length);
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// Send the input to the user
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Write(context.MemoryManager, OutputBuffer, CountMax, inputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
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// Convert back to float just in case it's reused
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DataSourceHelper.ToFloat(inputBuffer, inputBufferInt, inputBuffer.Length);
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// Retrieve the input from user
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uint readResult = Read(context.MemoryManager, InputBuffer, CountMax, outputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
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// Convert the outputBuffer back to the target format of the renderer (float)
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DataSourceHelper.ToFloat(outputBuffer, outputBufferInt, outputBuffer.Length);
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if (readResult != context.SampleCount)
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{
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outputBuffer.Slice((int)readResult, (int)context.SampleCount - (int)readResult).Fill(0);
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}
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}
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else
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{
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MemoryHelper.FillWithZeros(context.MemoryManager, (long)BufferInfo.SendBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
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MemoryHelper.FillWithZeros(context.MemoryManager, (long)BufferInfo.ReturnBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
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if (InputBufferIndex != OutputBufferIndex)
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{
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inputBuffer.CopyTo(outputBuffer);
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}
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}
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}
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}
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}
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