Ryujinx/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs
gdkchan a731ab3a2a Add a new JIT compiler for CPU code (#693)
* Start of the ARMeilleure project

* Refactoring around the old IRAdapter, now renamed to PreAllocator

* Optimize the LowestBitSet method

* Add CLZ support and fix CLS implementation

* Add missing Equals and GetHashCode overrides on some structs, misc small tweaks

* Implement the ByteSwap IR instruction, and some refactoring on the assembler

* Implement the DivideUI IR instruction and fix 64-bits IDIV

* Correct constant operand type on CSINC

* Move division instructions implementation to InstEmitDiv

* Fix destination type for the ConditionalSelect IR instruction

* Implement UMULH and SMULH, with new IR instructions

* Fix some issues with shift instructions

* Fix constant types for BFM instructions

* Fix up new tests using the new V128 struct

* Update tests

* Move DIV tests to a separate file

* Add support for calls, and some instructions that depends on them

* Start adding support for SIMD & FP types, along with some of the related ARM instructions

* Fix some typos and the divide instruction with FP operands

* Fix wrong method call on Clz_V

* Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes

* Implement SIMD logical instructions and more misc. fixes

* Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations

* Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes

* Implement SIMD shift instruction and fix Dup_V

* Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table

* Fix check with tolerance on tester

* Implement FP & SIMD comparison instructions, and some fixes

* Update FCVT (Scalar) encoding on the table to support the Half-float variants

* Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes

* Use old memory access methods, made a start on SIMD memory insts support, some fixes

* Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes

* Fix arguments count with struct return values, other fixes

* More instructions

* Misc. fixes and integrate LDj3SNuD fixes

* Update tests

* Add a faster linear scan allocator, unwinding support on windows, and other changes

* Update Ryujinx.HLE

* Update Ryujinx.Graphics

* Fix V128 return pointer passing, RCX is clobbered

* Update Ryujinx.Tests

* Update ITimeZoneService

* Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks

* Use generic GetFunctionPointerForDelegate method and other tweaks

* Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics

* Remove some unused code on the assembler

* Fix REX.W prefix regression on float conversion instructions, add some sort of profiler

* Add hardware capability detection

* Fix regression on Sha1h and revert Fcm** changes

* Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator

* Fix silly mistake introduced on last commit on CpuId

* Generate inline stack probes when the stack allocation is too large

* Initial support for the System-V ABI

* Support multiple destination operands

* Fix SSE2 VectorInsert8 path, and other fixes

* Change placement of XMM callee save and restore code to match other compilers

* Rename Dest to Destination and Inst to Instruction

* Fix a regression related to calls and the V128 type

* Add an extra space on comments to match code style

* Some refactoring

* Fix vector insert FP32 SSE2 path

* Port over the ARM32 instructions

* Avoid memory protection races on JIT Cache

* Another fix on VectorInsert FP32 (thanks to LDj3SNuD

* Float operands don't need to use the same register when VEX is supported

* Add a new register allocator, higher quality code for hot code (tier up), and other tweaks

* Some nits, small improvements on the pre allocator

* CpuThreadState is gone

* Allow changing CPU emulators with a config entry

* Add runtime identifiers on the ARMeilleure project

* Allow switching between CPUs through a config entry (pt. 2)

* Change win10-x64 to win-x64 on projects

* Update the Ryujinx project to use ARMeilleure

* Ensure that the selected register is valid on the hybrid allocator

* Allow exiting on returns to 0 (should fix test regression)

* Remove register assignments for most used variables on the hybrid allocator

* Do not use fixed registers as spill temp

* Add missing namespace and remove unneeded using

* Address PR feedback

* Fix types, etc

* Enable AssumeStrictAbiCompliance by default

* Ensure that Spill and Fill don't load or store any more than necessary
2019-08-08 21:56:22 +03:00

199 lines
No EOL
5.3 KiB
C#

using ARMeilleure.Memory;
using Ryujinx.Audio.Adpcm;
using System;
namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
{
class VoiceContext
{
private bool _acquired;
private bool _bufferReload;
private int _resamplerFracPart;
private int _bufferIndex;
private int _offset;
public int SampleRate { get; set; }
public int ChannelsCount { get; set; }
public float Volume { get; set; }
public PlayState PlayState { get; set; }
public SampleFormat SampleFormat { get; set; }
public AdpcmDecoderContext AdpcmCtx { get; set; }
public WaveBuffer[] WaveBuffers { get; }
public WaveBuffer CurrentWaveBuffer => WaveBuffers[_bufferIndex];
private VoiceOut _outStatus;
public VoiceOut OutStatus => _outStatus;
private int[] _samples;
public bool Playing => _acquired && PlayState == PlayState.Playing;
public VoiceContext()
{
WaveBuffers = new WaveBuffer[4];
}
public void SetAcquireState(bool newState)
{
if (_acquired && !newState)
{
// Release.
Reset();
}
_acquired = newState;
}
private void Reset()
{
_bufferReload = true;
_bufferIndex = 0;
_offset = 0;
_outStatus.PlayedSamplesCount = 0;
_outStatus.PlayedWaveBuffersCount = 0;
_outStatus.VoiceDropsCount = 0;
}
public int[] GetBufferData(IMemoryManager memory, int maxSamples, out int samplesCount)
{
if (!Playing)
{
samplesCount = 0;
return null;
}
if (_bufferReload)
{
_bufferReload = false;
UpdateBuffer(memory);
}
WaveBuffer wb = WaveBuffers[_bufferIndex];
int maxSize = _samples.Length - _offset;
int size = maxSamples * AudioConsts.HostChannelsCount;
if (size > maxSize)
{
size = maxSize;
}
int[] output = new int[size];
Array.Copy(_samples, _offset, output, 0, size);
samplesCount = size / AudioConsts.HostChannelsCount;
_outStatus.PlayedSamplesCount += samplesCount;
_offset += size;
if (_offset == _samples.Length)
{
_offset = 0;
if (wb.Looping == 0)
{
SetBufferIndex((_bufferIndex + 1) & 3);
}
_outStatus.PlayedWaveBuffersCount++;
if (wb.LastBuffer != 0)
{
PlayState = PlayState.Paused;
}
}
return output;
}
private void UpdateBuffer(IMemoryManager memory)
{
// TODO: Implement conversion for formats other
// than interleaved stereo (2 channels).
// As of now, it assumes that HostChannelsCount == 2.
WaveBuffer wb = WaveBuffers[_bufferIndex];
if (wb.Position == 0)
{
_samples = new int[0];
return;
}
if (SampleFormat == SampleFormat.PcmInt16)
{
int samplesCount = (int)(wb.Size / (sizeof(short) * ChannelsCount));
_samples = new int[samplesCount * AudioConsts.HostChannelsCount];
if (ChannelsCount == 1)
{
for (int index = 0; index < samplesCount; index++)
{
short sample = memory.ReadInt16(wb.Position + index * 2);
_samples[index * 2 + 0] = sample;
_samples[index * 2 + 1] = sample;
}
}
else
{
for (int index = 0; index < samplesCount * 2; index++)
{
_samples[index] = memory.ReadInt16(wb.Position + index * 2);
}
}
}
else if (SampleFormat == SampleFormat.Adpcm)
{
byte[] buffer = memory.ReadBytes(wb.Position, wb.Size);
_samples = AdpcmDecoder.Decode(buffer, AdpcmCtx);
}
else
{
throw new InvalidOperationException();
}
if (SampleRate != AudioConsts.HostSampleRate)
{
// TODO: We should keep the frames being discarded (see the 4 below)
// on a buffer and include it on the next samples buffer, to allow
// the resampler to do seamless interpolation between wave buffers.
int samplesCount = _samples.Length / AudioConsts.HostChannelsCount;
samplesCount = Math.Max(samplesCount - 4, 0);
_samples = Resampler.Resample2Ch(
_samples,
SampleRate,
AudioConsts.HostSampleRate,
samplesCount,
ref _resamplerFracPart);
}
}
public void SetBufferIndex(int index)
{
_bufferIndex = index & 3;
_bufferReload = true;
}
}
}