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.
237 lines
7.3 KiB
C#
237 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.Parameter;
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using System;
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using System.Buffers;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Splitter
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{
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/// <summary>
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/// Server state for a splitter.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
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public struct SplitterState
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The unique id of this <see cref="SplitterState"/>.
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/// </summary>
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public int Id;
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/// <summary>
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/// Target sample rate to use on the splitter.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Count of splitter destinations (<see cref="SplitterDestination"/>).
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/// </summary>
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public int DestinationCount;
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/// <summary>
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/// Set to true if the splitter has a new connection.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool HasNewConnection;
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/// <summary>
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/// Linked list of <see cref="SplitterDestination"/>.
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/// </summary>
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private unsafe SplitterDestination* _destinationsData;
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/// <summary>
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/// Span to the first element of the linked list of <see cref="SplitterDestination"/>.
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/// </summary>
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public Span<SplitterDestination> Destinations
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{
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get
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{
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unsafe
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{
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return (IntPtr)_destinationsData != IntPtr.Zero ? new Span<SplitterDestination>(_destinationsData, 1) : Span<SplitterDestination>.Empty;
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="SplitterState"/>.
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/// </summary>
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/// <param name="id">The unique id of this <see cref="SplitterState"/>.</param>
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public SplitterState(int id) : this()
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{
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Id = id;
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}
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public Span<SplitterDestination> GetData(int index)
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{
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int i = 0;
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Span<SplitterDestination> result = Destinations;
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while (i < index)
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{
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if (result.IsEmpty)
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{
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break;
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}
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result = result[0].Next;
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i++;
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}
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return result;
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}
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/// <summary>
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/// Clear the new connection flag.
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/// </summary>
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public void ClearNewConnectionFlag()
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{
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HasNewConnection = false;
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}
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/// <summary>
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/// Utility function to apply a given <see cref="SpanAction{T, TArg}"/> to all <see cref="Destinations"/>.
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/// </summary>
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/// <param name="action">The action to execute on each elements.</param>
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private void ForEachDestination(SpanAction<SplitterDestination, int> action)
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{
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Span<SplitterDestination> temp = Destinations;
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int i = 0;
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while (true)
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{
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if (temp.IsEmpty)
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{
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break;
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}
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Span<SplitterDestination> next = temp[0].Next;
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action.Invoke(temp, i++);
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temp = next;
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}
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}
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/// <summary>
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/// Update the <see cref="SplitterState"/> from user parameter.
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/// </summary>
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/// <param name="context">The splitter context.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="input">The raw input data after the <paramref name="parameter"/>.</param>
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public void Update(SplitterContext context, ref SplitterInParameter parameter, ReadOnlySpan<byte> input)
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{
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ClearLinks();
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int destinationCount;
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if (context.IsBugFixed)
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{
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destinationCount = parameter.DestinationCount;
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}
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else
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{
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destinationCount = Math.Min(context.GetDestinationCountPerStateForCompatibility(), parameter.DestinationCount);
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}
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if (destinationCount > 0)
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{
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ReadOnlySpan<int> destinationIds = MemoryMarshal.Cast<byte, int>(input);
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Memory<SplitterDestination> destination = context.GetDestinationMemory(destinationIds[0]);
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SetDestination(ref destination.Span[0]);
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DestinationCount = destinationCount;
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for (int i = 1; i < destinationCount; i++)
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{
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Memory<SplitterDestination> nextDestination = context.GetDestinationMemory(destinationIds[i]);
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destination.Span[0].Link(ref nextDestination.Span[0]);
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destination = nextDestination;
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}
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}
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Debug.Assert(parameter.Id == Id);
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if (parameter.Id == Id)
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{
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SampleRate = parameter.SampleRate;
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HasNewConnection = true;
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}
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}
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/// <summary>
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/// Set the head of the linked list of <see cref="Destinations"/>.
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/// </summary>
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/// <param name="newValue">A reference to a <see cref="SplitterDestination"/>.</param>
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public void SetDestination(ref SplitterDestination newValue)
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{
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unsafe
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{
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fixed (SplitterDestination* newValuePtr = &newValue)
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{
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_destinationsData = newValuePtr;
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}
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}
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}
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/// <summary>
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/// Update the internal state of this instance.
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/// </summary>
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public void UpdateInternalState()
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{
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ForEachDestination((destination, _) => destination[0].UpdateInternalState());
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}
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/// <summary>
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/// Clear all links from the <see cref="Destinations"/>.
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/// </summary>
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public void ClearLinks()
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{
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ForEachDestination((destination, _) => destination[0].Unlink());
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unsafe
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{
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_destinationsData = (SplitterDestination*)IntPtr.Zero;
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}
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}
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/// <summary>
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/// Initialize a given <see cref="Span{SplitterState}"/>.
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/// </summary>
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/// <param name="splitters">All the <see cref="SplitterState"/> to initialize.</param>
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public static void InitializeSplitters(Span<SplitterState> splitters)
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{
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foreach (ref SplitterState splitter in splitters)
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{
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unsafe
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{
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splitter._destinationsData = (SplitterDestination*)IntPtr.Zero;
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}
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splitter.DestinationCount = 0;
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}
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}
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}
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}
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