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https://github.com/Ryujinx/Ryujinx.git
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Changes: Implement software surround downmixing (fix #796). Fix a crash when no audio renderer were created when stopping emulation. NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
226 lines
7.1 KiB
C#
226 lines
7.1 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.Dsp.Command;
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using Ryujinx.Audio.Renderer.Integration;
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using System;
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using System.Threading;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public class AudioProcessor : IDisposable
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{
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private const int MaxBufferedFrames = 5;
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private const int TargetBufferedFrames = 3;
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private enum MailboxMessage : uint
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{
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Start,
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Stop,
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RenderStart,
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RenderEnd
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}
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private class RendererSession
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{
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public CommandList CommandList;
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public int RenderingLimit;
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public ulong AppletResourceId;
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}
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private Mailbox<MailboxMessage> _mailbox;
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private RendererSession[] _sessionCommandList;
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private Thread _workerThread;
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private HardwareDevice[] _outputDevices;
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private long _lastTime;
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private long _playbackEnds;
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private ManualResetEvent _event;
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public AudioProcessor()
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{
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_event = new ManualResetEvent(false);
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}
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public void SetOutputDevices(HardwareDevice[] outputDevices)
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{
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_outputDevices = outputDevices;
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}
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public void Start()
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{
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_mailbox = new Mailbox<MailboxMessage>();
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_sessionCommandList = new RendererSession[RendererConstants.AudioRendererSessionCountMax];
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_event.Reset();
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_lastTime = PerformanceCounter.ElapsedNanoseconds;
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StartThread();
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_mailbox.SendMessage(MailboxMessage.Start);
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if (_mailbox.ReceiveResponse() != MailboxMessage.Start)
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{
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throw new InvalidOperationException("Audio Processor Start response was invalid!");
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}
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}
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public void Stop()
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{
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_mailbox.SendMessage(MailboxMessage.Stop);
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if (_mailbox.ReceiveResponse() != MailboxMessage.Stop)
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{
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throw new InvalidOperationException("Audio Processor Stop response was invalid!");
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}
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}
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public void Send(int sessionId, CommandList commands, int renderingLimit, ulong appletResourceId)
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{
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_sessionCommandList[sessionId] = new RendererSession
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{
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CommandList = commands,
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RenderingLimit = renderingLimit,
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AppletResourceId = appletResourceId
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};
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}
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public void Signal()
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{
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_mailbox.SendMessage(MailboxMessage.RenderStart);
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}
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public void Wait()
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{
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if (_mailbox.ReceiveResponse() != MailboxMessage.RenderEnd)
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{
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throw new InvalidOperationException("Audio Processor Wait response was invalid!");
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}
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long increment = RendererConstants.AudioProcessorMaxUpdateTimeTarget;
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long timeNow = PerformanceCounter.ElapsedNanoseconds;
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if (timeNow > _playbackEnds)
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{
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// Playback has restarted.
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_playbackEnds = timeNow;
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}
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_playbackEnds += increment;
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// The number of frames we are behind where the timer says we should be.
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long framesBehind = (timeNow - _lastTime) / increment;
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// The number of frames yet to play on the backend.
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long bufferedFrames = (_playbackEnds - timeNow) / increment + framesBehind;
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// If we've entered a situation where a lot of buffers will be queued on the backend,
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// Skip some audio frames so that playback can catch up.
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if (bufferedFrames > MaxBufferedFrames)
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{
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// Skip a few frames so that we're not too far behind. (the target number of frames)
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_lastTime += increment * (bufferedFrames - TargetBufferedFrames);
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}
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while (timeNow < _lastTime + increment)
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{
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_event.WaitOne(1);
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timeNow = PerformanceCounter.ElapsedNanoseconds;
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}
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_lastTime += increment;
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}
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private void StartThread()
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{
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_workerThread = new Thread(Work)
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{
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Name = "AudioProcessor.Worker"
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};
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_workerThread.Start();
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}
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private void Work()
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{
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if (_mailbox.ReceiveMessage() != MailboxMessage.Start)
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{
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throw new InvalidOperationException("Audio Processor Start message was invalid!");
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}
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_mailbox.SendResponse(MailboxMessage.Start);
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_mailbox.SendResponse(MailboxMessage.RenderEnd);
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Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio processor");
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while (true)
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{
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MailboxMessage message = _mailbox.ReceiveMessage();
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if (message == MailboxMessage.Stop)
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{
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break;
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}
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if (message == MailboxMessage.RenderStart)
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{
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long startTicks = PerformanceCounter.ElapsedNanoseconds;
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for (int i = 0; i < _sessionCommandList.Length; i++)
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{
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if (_sessionCommandList[i] != null)
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{
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_sessionCommandList[i].CommandList.Process(_outputDevices[i]);
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_sessionCommandList[i] = null;
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}
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}
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long endTicks = PerformanceCounter.ElapsedNanoseconds;
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long elapsedTime = endTicks - startTicks;
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if (RendererConstants.AudioProcessorMaxUpdateTime < elapsedTime)
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{
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Logger.Debug?.Print(LogClass.AudioRenderer, $"DSP too slow (exceeded by {elapsedTime - RendererConstants.AudioProcessorMaxUpdateTime}ns)");
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}
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_mailbox.SendResponse(MailboxMessage.RenderEnd);
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}
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}
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Logger.Info?.Print(LogClass.AudioRenderer, "Stopping audio processor");
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_mailbox.SendResponse(MailboxMessage.Stop);
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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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_event.Dispose();
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}
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}
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}
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}
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