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https://github.com/Ryujinx/Ryujinx.git
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* 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
205 lines
7.7 KiB
C#
205 lines
7.7 KiB
C#
//
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// Copyright (c) 2019-2021 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.Memory;
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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(IVirtualMemoryManager 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(IVirtualMemoryManager 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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ZeroFill(context.MemoryManager, BufferInfo.SendBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
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ZeroFill(context.MemoryManager, 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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private static void ZeroFill(IVirtualMemoryManager memoryManager, ulong address, int size)
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{
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ulong endAddress = address + (ulong)size;
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while (address + 7UL < endAddress)
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{
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memoryManager.Write(address, 0UL);
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address += 8;
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}
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while (address < endAddress)
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{
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memoryManager.Write(address, (byte)0);
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address++;
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}
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}
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}
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}
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