9cb57fb4bb
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
369 lines
12 KiB
C#
369 lines
12 KiB
C#
using ChocolArm64.Memory;
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using Ryujinx.Audio;
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using Ryujinx.Audio.Adpcm;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Ipc;
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using Ryujinx.HLE.HOS.Kernel;
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using Ryujinx.HLE.Utilities;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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{
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class IAudioRenderer : IpcService, IDisposable
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{
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//This is the amount of samples that are going to be appended
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//each time that RequestUpdateAudioRenderer is called. Ideally,
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//this value shouldn't be neither too small (to avoid the player
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//starving due to running out of samples) or too large (to avoid
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//high latency).
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private const int MixBufferSamplesCount = 960;
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private Dictionary<int, ServiceProcessRequest> m_Commands;
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public override IReadOnlyDictionary<int, ServiceProcessRequest> Commands => m_Commands;
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private KEvent UpdateEvent;
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private MemoryManager Memory;
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private IAalOutput AudioOut;
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private AudioRendererParameter Params;
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private MemoryPoolContext[] MemoryPools;
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private VoiceContext[] Voices;
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private int Track;
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private PlayState PlayState;
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public IAudioRenderer(
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Horizon System,
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MemoryManager Memory,
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IAalOutput AudioOut,
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AudioRendererParameter Params)
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{
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m_Commands = new Dictionary<int, ServiceProcessRequest>()
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{
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{ 0, GetSampleRate },
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{ 1, GetSampleCount },
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{ 2, GetMixBufferCount },
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{ 3, GetState },
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{ 4, RequestUpdateAudioRenderer },
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{ 5, StartAudioRenderer },
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{ 6, StopAudioRenderer },
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{ 7, QuerySystemEvent }
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};
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UpdateEvent = new KEvent(System);
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this.Memory = Memory;
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this.AudioOut = AudioOut;
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this.Params = Params;
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Track = AudioOut.OpenTrack(
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AudioConsts.HostSampleRate,
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AudioConsts.HostChannelsCount,
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AudioCallback);
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MemoryPools = CreateArray<MemoryPoolContext>(Params.EffectCount + Params.VoiceCount * 4);
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Voices = CreateArray<VoiceContext>(Params.VoiceCount);
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InitializeAudioOut();
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PlayState = PlayState.Stopped;
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}
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// GetSampleRate() -> u32
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public long GetSampleRate(ServiceCtx Context)
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{
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Context.ResponseData.Write(Params.SampleRate);
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return 0;
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}
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// GetSampleCount() -> u32
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public long GetSampleCount(ServiceCtx Context)
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{
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Context.ResponseData.Write(Params.SampleCount);
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return 0;
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}
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// GetMixBufferCount() -> u32
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public long GetMixBufferCount(ServiceCtx Context)
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{
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Context.ResponseData.Write(Params.MixCount);
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return 0;
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}
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// GetState() -> u32
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private long GetState(ServiceCtx Context)
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{
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Context.ResponseData.Write((int)PlayState);
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Logger.PrintStub(LogClass.ServiceAudio, $"Stubbed. Renderer State: {Enum.GetName(typeof(PlayState), PlayState)}");
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return 0;
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}
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private void AudioCallback()
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{
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UpdateEvent.ReadableEvent.Signal();
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}
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private static T[] CreateArray<T>(int Size) where T : new()
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{
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T[] Output = new T[Size];
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for (int Index = 0; Index < Size; Index++)
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{
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Output[Index] = new T();
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}
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return Output;
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}
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private void InitializeAudioOut()
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{
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AppendMixedBuffer(0);
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AppendMixedBuffer(1);
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AppendMixedBuffer(2);
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AudioOut.Start(Track);
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}
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public long RequestUpdateAudioRenderer(ServiceCtx Context)
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{
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long OutputPosition = Context.Request.ReceiveBuff[0].Position;
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long OutputSize = Context.Request.ReceiveBuff[0].Size;
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MemoryHelper.FillWithZeros(Context.Memory, OutputPosition, (int)OutputSize);
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long InputPosition = Context.Request.SendBuff[0].Position;
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StructReader Reader = new StructReader(Context.Memory, InputPosition);
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StructWriter Writer = new StructWriter(Context.Memory, OutputPosition);
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UpdateDataHeader InputHeader = Reader.Read<UpdateDataHeader>();
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Reader.Read<BehaviorIn>(InputHeader.BehaviorSize);
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MemoryPoolIn[] MemoryPoolsIn = Reader.Read<MemoryPoolIn>(InputHeader.MemoryPoolSize);
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for (int Index = 0; Index < MemoryPoolsIn.Length; Index++)
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{
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MemoryPoolIn MemoryPool = MemoryPoolsIn[Index];
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if (MemoryPool.State == MemoryPoolState.RequestAttach)
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{
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MemoryPools[Index].OutStatus.State = MemoryPoolState.Attached;
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}
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else if (MemoryPool.State == MemoryPoolState.RequestDetach)
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{
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MemoryPools[Index].OutStatus.State = MemoryPoolState.Detached;
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}
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}
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Reader.Read<VoiceChannelResourceIn>(InputHeader.VoiceResourceSize);
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VoiceIn[] VoicesIn = Reader.Read<VoiceIn>(InputHeader.VoiceSize);
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for (int Index = 0; Index < VoicesIn.Length; Index++)
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{
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VoiceIn Voice = VoicesIn[Index];
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VoiceContext VoiceCtx = Voices[Index];
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VoiceCtx.SetAcquireState(Voice.Acquired != 0);
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if (Voice.Acquired == 0)
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{
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continue;
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}
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if (Voice.FirstUpdate != 0)
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{
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VoiceCtx.AdpcmCtx = GetAdpcmDecoderContext(
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Voice.AdpcmCoeffsPosition,
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Voice.AdpcmCoeffsSize);
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VoiceCtx.SampleFormat = Voice.SampleFormat;
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VoiceCtx.SampleRate = Voice.SampleRate;
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VoiceCtx.ChannelsCount = Voice.ChannelsCount;
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VoiceCtx.SetBufferIndex(Voice.BaseWaveBufferIndex);
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}
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VoiceCtx.WaveBuffers[0] = Voice.WaveBuffer0;
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VoiceCtx.WaveBuffers[1] = Voice.WaveBuffer1;
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VoiceCtx.WaveBuffers[2] = Voice.WaveBuffer2;
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VoiceCtx.WaveBuffers[3] = Voice.WaveBuffer3;
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VoiceCtx.Volume = Voice.Volume;
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VoiceCtx.PlayState = Voice.PlayState;
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}
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UpdateAudio();
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UpdateDataHeader OutputHeader = new UpdateDataHeader();
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int UpdateHeaderSize = Marshal.SizeOf<UpdateDataHeader>();
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OutputHeader.Revision = IAudioRendererManager.RevMagic;
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OutputHeader.BehaviorSize = 0xb0;
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OutputHeader.MemoryPoolSize = (Params.EffectCount + Params.VoiceCount * 4) * 0x10;
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OutputHeader.VoiceSize = Params.VoiceCount * 0x10;
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OutputHeader.EffectSize = Params.EffectCount * 0x10;
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OutputHeader.SinkSize = Params.SinkCount * 0x20;
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OutputHeader.PerformanceManagerSize = 0x10;
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OutputHeader.TotalSize = UpdateHeaderSize +
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OutputHeader.BehaviorSize +
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OutputHeader.MemoryPoolSize +
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OutputHeader.VoiceSize +
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OutputHeader.EffectSize +
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OutputHeader.SinkSize +
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OutputHeader.PerformanceManagerSize;
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Writer.Write(OutputHeader);
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foreach (MemoryPoolContext MemoryPool in MemoryPools)
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{
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Writer.Write(MemoryPool.OutStatus);
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}
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foreach (VoiceContext Voice in Voices)
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{
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Writer.Write(Voice.OutStatus);
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}
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return 0;
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}
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public long StartAudioRenderer(ServiceCtx Context)
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{
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Logger.PrintStub(LogClass.ServiceAudio, "Stubbed.");
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PlayState = PlayState.Playing;
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return 0;
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}
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public long StopAudioRenderer(ServiceCtx Context)
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{
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Logger.PrintStub(LogClass.ServiceAudio, "Stubbed.");
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PlayState = PlayState.Stopped;
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return 0;
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}
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public long QuerySystemEvent(ServiceCtx Context)
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{
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if (Context.Process.HandleTable.GenerateHandle(UpdateEvent.ReadableEvent, out int Handle) != KernelResult.Success)
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{
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throw new InvalidOperationException("Out of handles!");
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}
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Context.Response.HandleDesc = IpcHandleDesc.MakeCopy(Handle);
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return 0;
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}
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private AdpcmDecoderContext GetAdpcmDecoderContext(long Position, long Size)
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{
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if (Size == 0)
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{
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return null;
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}
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AdpcmDecoderContext Context = new AdpcmDecoderContext();
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Context.Coefficients = new short[Size >> 1];
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for (int Offset = 0; Offset < Size; Offset += 2)
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{
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Context.Coefficients[Offset >> 1] = Memory.ReadInt16(Position + Offset);
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}
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return Context;
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}
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private void UpdateAudio()
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{
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long[] Released = AudioOut.GetReleasedBuffers(Track, 2);
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for (int Index = 0; Index < Released.Length; Index++)
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{
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AppendMixedBuffer(Released[Index]);
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}
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}
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private void AppendMixedBuffer(long Tag)
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{
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int[] MixBuffer = new int[MixBufferSamplesCount * AudioConsts.HostChannelsCount];
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foreach (VoiceContext Voice in Voices)
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{
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if (!Voice.Playing)
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{
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continue;
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}
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int OutOffset = 0;
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int PendingSamples = MixBufferSamplesCount;
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while (PendingSamples > 0)
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{
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int[] Samples = Voice.GetBufferData(Memory, PendingSamples, out int ReturnedSamples);
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if (ReturnedSamples == 0)
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{
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break;
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}
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PendingSamples -= ReturnedSamples;
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for (int Offset = 0; Offset < Samples.Length; Offset++)
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{
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int Sample = (int)(Samples[Offset] * Voice.Volume);
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MixBuffer[OutOffset++] += Sample;
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}
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}
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}
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AudioOut.AppendBuffer(Track, Tag, GetFinalBuffer(MixBuffer));
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}
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private static short[] GetFinalBuffer(int[] Buffer)
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{
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short[] Output = new short[Buffer.Length];
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for (int Offset = 0; Offset < Buffer.Length; Offset++)
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{
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Output[Offset] = DspUtils.Saturate(Buffer[Offset]);
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}
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return Output;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing)
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{
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AudioOut.CloseTrack(Track);
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}
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}
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}
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}
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