f556c80d02
* 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
257 lines
8.7 KiB
C#
257 lines
8.7 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.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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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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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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using DspAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.Effect
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{
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/// <summary>
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/// Base class used as a server state for an effect.
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/// </summary>
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public class BaseEffect
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{
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/// <summary>
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/// The <see cref="EffectType"/> of the effect.
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/// </summary>
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public EffectType Type;
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/// <summary>
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/// Set to true if the effect must be active.
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/// </summary>
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public bool IsEnabled;
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/// <summary>
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/// Set to true if the internal effect work buffers used wasn't mapped.
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/// </summary>
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public bool BufferUnmapped;
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/// <summary>
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/// The current state of the effect.
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/// </summary>
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public UsageState UsageState;
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/// <summary>
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/// The target mix id of the effect.
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/// </summary>
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public int MixId;
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/// <summary>
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/// Position of the effect while processing effects.
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/// </summary>
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public uint ProcessingOrder;
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/// <summary>
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/// Array of all the work buffer used by the effect.
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/// </summary>
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protected AddressInfo[] WorkBuffers;
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/// <summary>
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/// Create a new <see cref="BaseEffect"/>.
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/// </summary>
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public BaseEffect()
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{
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Type = TargetEffectType;
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UsageState = UsageState.Invalid;
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IsEnabled = false;
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BufferUnmapped = false;
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MixId = Constants.UnusedMixId;
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ProcessingOrder = uint.MaxValue;
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WorkBuffers = new AddressInfo[2];
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foreach (ref AddressInfo info in WorkBuffers.AsSpan())
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{
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info = AddressInfo.Create();
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}
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}
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/// <summary>
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/// The target <see cref="EffectType"/> handled by this <see cref="BaseEffect"/>.
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/// </summary>
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public virtual EffectType TargetEffectType => EffectType.Invalid;
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/// <summary>
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/// Check if the <see cref="EffectType"/> sent by the user match the internal <see cref="EffectType"/>.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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/// <returns>Returns true if the <see cref="EffectType"/> sent by the user matches the internal <see cref="EffectType"/>.</returns>
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public bool IsTypeValid(ref EffectInParameter parameter)
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{
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return parameter.Type == TargetEffectType;
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}
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/// <summary>
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/// Update the usage state during command generation.
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/// </summary>
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protected void UpdateUsageStateForCommandGeneration()
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{
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UsageState = IsEnabled ? UsageState.Enabled : UsageState.Disabled;
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}
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/// <summary>
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/// Update the internal common parameters from a user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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protected void UpdateParameterBase(ref EffectInParameter parameter)
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{
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MixId = parameter.MixId;
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ProcessingOrder = parameter.ProcessingOrder;
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}
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/// <summary>
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/// Force unmap all the work buffers.
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/// </summary>
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/// <param name="mapper">The mapper to use.</param>
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public void ForceUnmapBuffers(PoolMapper mapper)
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{
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foreach (ref AddressInfo info in WorkBuffers.AsSpan())
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{
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if (info.GetReference(false) != 0)
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{
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mapper.ForceUnmap(ref info);
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}
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}
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}
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/// <summary>
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/// Check if the effect needs to be skipped.
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/// </summary>
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/// <returns>Returns true if the effect needs to be skipped.</returns>
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public bool ShouldSkip()
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{
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return BufferUnmapped;
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}
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/// <summary>
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/// Update the <see cref="BaseEffect"/> state during command generation.
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/// </summary>
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public virtual void UpdateForCommandGeneration()
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{
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Debug.Assert(Type == TargetEffectType);
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}
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/// <summary>
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/// Update the internal state from a user parameter.
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/// </summary>
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/// <param name="updateErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="mapper">The mapper to use.</param>
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public virtual void Update(out ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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updateErrorInfo = new ErrorInfo();
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}
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/// <summary>
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/// Get the work buffer DSP address at the given index.
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/// </summary>
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/// <param name="index">The index of the work buffer</param>
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/// <returns>The work buffer DSP address at the given index.</returns>
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public virtual DspAddress GetWorkBuffer(int index)
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{
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throw new InvalidOperationException();
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}
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/// <summary>
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/// Get the first work buffer DSP address.
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/// </summary>
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/// <returns>The first work buffer DSP address.</returns>
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protected DspAddress GetSingleBuffer()
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{
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if (IsEnabled)
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{
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return WorkBuffers[0].GetReference(true);
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}
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if (UsageState != UsageState.Disabled)
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{
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DspAddress address = WorkBuffers[0].GetReference(false);
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ulong size = WorkBuffers[0].Size;
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if (address != 0 && size != 0)
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{
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AudioProcessorMemoryManager.InvalidateDataCache(address, size);
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}
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}
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return 0;
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}
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/// <summary>
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/// Store the output status to the given user output.
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/// </summary>
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/// <param name="outStatus">The given user output.</param>
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/// <param name="isAudioRendererActive">If set to true, the <see cref="AudioRenderSystem"/> is active.</param>
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public void StoreStatus(ref EffectOutStatus outStatus, bool isAudioRendererActive)
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{
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if (isAudioRendererActive)
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{
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if (UsageState == UsageState.Disabled)
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{
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outStatus.State = EffectOutStatus.EffectState.Disabled;
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}
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else
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{
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outStatus.State = EffectOutStatus.EffectState.Enabled;
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}
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}
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else if (UsageState == UsageState.New)
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{
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outStatus.State = EffectOutStatus.EffectState.Enabled;
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}
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else
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{
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outStatus.State = EffectOutStatus.EffectState.Disabled;
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}
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}
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/// <summary>
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/// Get the <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.
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/// </summary>
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/// <returns>The <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.</returns>
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public PerformanceDetailType GetPerformanceDetailType()
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{
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switch (Type)
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{
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case EffectType.BiquadFilter:
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return PerformanceDetailType.BiquadFilter;
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case EffectType.AuxiliaryBuffer:
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return PerformanceDetailType.Aux;
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case EffectType.Delay:
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return PerformanceDetailType.Delay;
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case EffectType.Reverb:
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return PerformanceDetailType.Reverb;
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case EffectType.Reverb3d:
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return PerformanceDetailType.Reverb3d;
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case EffectType.BufferMix:
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return PerformanceDetailType.Mix;
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default:
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throw new NotImplementedException($"{Type}");
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}
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}
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}
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}
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