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* 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.
246 lines
7.3 KiB
C#
246 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.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Common
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{
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public class NodeStates
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{
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private class Stack
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{
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private Memory<int> _storage;
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private int _index;
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private int _nodeCount;
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public void Reset(Memory<int> storage, int nodeCount)
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{
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Debug.Assert(storage.Length * sizeof(int) >= CalcBufferSize(nodeCount));
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_storage = storage;
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_index = 0;
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_nodeCount = nodeCount;
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}
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public int GetCurrentCount()
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{
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return _index;
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}
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public void Push(int data)
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{
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Debug.Assert(_index + 1 <= _nodeCount);
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_storage.Span[_index++] = data;
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}
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public int Pop()
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{
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Debug.Assert(_index > 0);
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return _storage.Span[--_index];
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}
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public int Top()
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{
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return _storage.Span[_index - 1];
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}
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public static int CalcBufferSize(int nodeCount)
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{
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return nodeCount * sizeof(int);
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}
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}
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private int _nodeCount;
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private EdgeMatrix _discovered;
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private EdgeMatrix _finished;
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private Memory<int> _resultArray;
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private Stack _stack;
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private int _tsortResultIndex;
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private enum NodeState : byte
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{
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Unknown,
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Discovered,
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Finished
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}
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public NodeStates()
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{
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_stack = new Stack();
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_discovered = new EdgeMatrix();
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_finished = new EdgeMatrix();
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}
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public static int GetWorkBufferSize(int nodeCount)
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{
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return Stack.CalcBufferSize(nodeCount * nodeCount) + 0xC * nodeCount + 2 * EdgeMatrix.GetWorkBufferSize(nodeCount);
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}
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public void Initialize(Memory<byte> nodeStatesWorkBuffer, int nodeCount)
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{
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int workBufferSize = GetWorkBufferSize(nodeCount);
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Debug.Assert(nodeStatesWorkBuffer.Length >= workBufferSize);
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_nodeCount = nodeCount;
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int edgeMatrixWorkBufferSize = EdgeMatrix.GetWorkBufferSize(nodeCount);
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_discovered.Initialize(nodeStatesWorkBuffer.Slice(0, edgeMatrixWorkBufferSize), nodeCount);
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_finished.Initialize(nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize, edgeMatrixWorkBufferSize), nodeCount);
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nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize * 2);
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_resultArray = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, sizeof(int) * nodeCount));
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nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(sizeof(int) * nodeCount);
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Memory<int> stackWorkBuffer = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, Stack.CalcBufferSize(nodeCount * nodeCount)));
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_stack.Reset(stackWorkBuffer, nodeCount * nodeCount);
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}
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private void Reset()
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{
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_discovered.Reset();
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_finished.Reset();
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_tsortResultIndex = 0;
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_resultArray.Span.Fill(-1);
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}
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private NodeState GetState(int index)
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{
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Debug.Assert(index < _nodeCount);
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if (_discovered.Test(index))
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{
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Debug.Assert(!_finished.Test(index));
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return NodeState.Discovered;
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}
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else if (_finished.Test(index))
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{
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Debug.Assert(!_discovered.Test(index));
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return NodeState.Finished;
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}
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return NodeState.Unknown;
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}
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private void SetState(int index, NodeState state)
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{
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switch (state)
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{
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case NodeState.Unknown:
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_discovered.Reset(index);
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_finished.Reset(index);
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break;
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case NodeState.Discovered:
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_discovered.Set(index);
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_finished.Reset(index);
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break;
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case NodeState.Finished:
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_finished.Set(index);
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_discovered.Reset(index);
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break;
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}
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}
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private void PushTsortResult(int index)
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{
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Debug.Assert(index < _nodeCount);
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_resultArray.Span[_tsortResultIndex++] = index;
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}
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public ReadOnlySpan<int> GetTsortResult()
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{
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return _resultArray.Span.Slice(0, _tsortResultIndex);
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}
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public bool Sort(EdgeMatrix edgeMatrix)
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{
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Reset();
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if (_nodeCount <= 0)
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{
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return true;
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}
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for (int i = 0; i < _nodeCount; i++)
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{
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if (GetState(i) == NodeState.Unknown)
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{
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_stack.Push(i);
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}
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while (_stack.GetCurrentCount() > 0)
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{
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int topIndex = _stack.Top();
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NodeState topState = GetState(topIndex);
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if (topState == NodeState.Discovered)
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{
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SetState(topIndex, NodeState.Finished);
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PushTsortResult(topIndex);
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_stack.Pop();
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}
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else if (topState == NodeState.Finished)
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{
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_stack.Pop();
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}
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else
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{
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if (topState == NodeState.Unknown)
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{
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SetState(topIndex, NodeState.Discovered);
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}
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for (int j = 0; j < edgeMatrix.GetNodeCount(); j++)
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{
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if (edgeMatrix.Connected(topIndex, j))
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{
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NodeState jState = GetState(j);
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if (jState == NodeState.Unknown)
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{
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_stack.Push(j);
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}
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// Found a loop, reset and propagate rejection.
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else if (jState == NodeState.Discovered)
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{
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Reset();
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return false;
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}
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}
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}
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}
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}
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}
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return true;
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}
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}
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}
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