Initial implementation of partial_embedded_buffer_dirty handling (#5548)

* Initial implementation of partial_embedded_buffer_dirty handling

* Apply suggestions from code review

Co-authored-by: Marshall Mohror <mohror64@gmail.com>

* Serialize physical address, fix LOG_TRACE

* Add bracket

* Avoid crash in partial update behavior

Co-authored-by: Marshall Mohror <mohror64@gmail.com>
This commit is contained in:
xperia64 2020-11-17 17:31:05 -05:00 committed by GitHub
parent 02d6032afb
commit 1aaec7938f
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2 changed files with 68 additions and 0 deletions

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@ -169,6 +169,71 @@ void Source::ParseConfig(SourceConfiguration::Configuration& config,
// This will be the starting sample for the first time the buffer is played.
}
// TODO(xperia64): Is this in the correct spot in terms of the bit handling order?
if (config.partial_embedded_buffer_dirty) {
config.partial_embedded_buffer_dirty.Assign(0);
// As this bit is set by the game, three config options are also updated:
// buffer_id (after a check comparing the buffer_id to something, probably to make sure it's
// the same buffer?), flags2_raw.is_looping, and length.
// A quick and dirty way of extending the current buffer is to just read the whole thing
// again with the new length. Note that this uses the latched physical address instead of
// whatever is in config, because that may be invalid.
const u8* const memory =
memory_system->GetPhysicalPointer(state.current_buffer_physical_address & 0xFFFFFFFC);
// TODO(xperia64): This could potentially be optimized by only decoding the new data and
// appending that to the buffer.
if (memory) {
const unsigned num_channels = state.mono_or_stereo == MonoOrStereo::Stereo ? 2 : 1;
bool valid = false;
switch (state.format) {
case Format::PCM8:
// TODO(xperia64): This may just work fine like PCM16, but I haven't tested and
// couldn't find any test case games
UNIMPLEMENTED_MSG("{} not handled for partial buffer updates", "PCM8");
// state.current_buffer = Codec::DecodePCM8(num_channels, memory, config.length);
break;
case Format::PCM16:
state.current_buffer = Codec::DecodePCM16(num_channels, memory, config.length);
valid = true;
break;
case Format::ADPCM:
// TODO(xperia64): Are partial embedded buffer updates even valid for ADPCM? What
// about the adpcm state?
UNIMPLEMENTED_MSG("{} not handled for partial buffer updates", "ADPCM");
/* state.current_buffer =
Codec::DecodeADPCM(memory, config.length, state.adpcm_coeffs,
state.adpcm_state); */
break;
default:
UNIMPLEMENTED();
break;
}
// Again, because our interpolation consumes samples instead of using an index, let's
// just re-consume the samples up to the current sample number. There may be some
// imprecision here with the current sample number, as Detective Pikachu sounds a little
// rough at times.
if (valid) {
// TODO(xperia64): Tomodachi life apparently can decrease config.length when the
// user skips dialog. I don't know the correct behavior, but to avoid crashing, just
// reset the current sample number to 0 and don't try to truncate the buffer
if (state.current_buffer.size() < state.current_sample_number) {
state.current_sample_number = 0;
} else {
state.current_buffer.erase(
state.current_buffer.begin(),
std::next(state.current_buffer.begin(), state.current_sample_number));
}
}
}
LOG_TRACE(Audio_DSP, "partially updating embedded buffer addr={:#010x} len={} id={}",
state.current_buffer_physical_address, config.length, config.buffer_id);
}
if (config.embedded_buffer_dirty) {
config.embedded_buffer_dirty.Assign(0);
// HACK
@ -343,6 +408,7 @@ bool Source::DequeueBuffer() {
// the first playthrough starts at play_position, loops start at the beginning of the buffer
state.current_sample_number = (!buf.has_played) ? buf.play_position : 0;
state.next_sample_number = state.current_sample_number;
state.current_buffer_physical_address = buf.physical_address;
state.current_buffer_id = buf.buffer_id;
state.buffer_update = buf.from_queue && !buf.has_played;

View file

@ -137,6 +137,7 @@ private:
u32 current_sample_number = 0;
u32 next_sample_number = 0;
PAddr current_buffer_physical_address = 0;
AudioInterp::StereoBuffer16 current_buffer = {};
// buffer_id state
@ -170,6 +171,7 @@ private:
ar& format;
ar& current_sample_number;
ar& next_sample_number;
ar& current_buffer_physical_address;
ar& current_buffer;
ar& buffer_update;
ar& current_buffer_id;