mirror of
https://github.com/GreemDev/Ryujinx
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a731ab3a2a
* 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
199 lines
No EOL
5.3 KiB
C#
199 lines
No EOL
5.3 KiB
C#
using ARMeilleure.Memory;
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using Ryujinx.Audio.Adpcm;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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{
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class VoiceContext
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{
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private bool _acquired;
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private bool _bufferReload;
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private int _resamplerFracPart;
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private int _bufferIndex;
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private int _offset;
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public int SampleRate { get; set; }
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public int ChannelsCount { get; set; }
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public float Volume { get; set; }
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public PlayState PlayState { get; set; }
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public SampleFormat SampleFormat { get; set; }
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public AdpcmDecoderContext AdpcmCtx { get; set; }
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public WaveBuffer[] WaveBuffers { get; }
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public WaveBuffer CurrentWaveBuffer => WaveBuffers[_bufferIndex];
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private VoiceOut _outStatus;
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public VoiceOut OutStatus => _outStatus;
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private int[] _samples;
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public bool Playing => _acquired && PlayState == PlayState.Playing;
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public VoiceContext()
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{
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WaveBuffers = new WaveBuffer[4];
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}
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public void SetAcquireState(bool newState)
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{
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if (_acquired && !newState)
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{
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// Release.
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Reset();
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}
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_acquired = newState;
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}
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private void Reset()
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{
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_bufferReload = true;
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_bufferIndex = 0;
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_offset = 0;
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_outStatus.PlayedSamplesCount = 0;
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_outStatus.PlayedWaveBuffersCount = 0;
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_outStatus.VoiceDropsCount = 0;
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}
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public int[] GetBufferData(IMemoryManager memory, int maxSamples, out int samplesCount)
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{
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if (!Playing)
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{
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samplesCount = 0;
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return null;
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}
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if (_bufferReload)
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{
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_bufferReload = false;
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UpdateBuffer(memory);
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}
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WaveBuffer wb = WaveBuffers[_bufferIndex];
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int maxSize = _samples.Length - _offset;
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int size = maxSamples * AudioConsts.HostChannelsCount;
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if (size > maxSize)
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{
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size = maxSize;
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}
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int[] output = new int[size];
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Array.Copy(_samples, _offset, output, 0, size);
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samplesCount = size / AudioConsts.HostChannelsCount;
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_outStatus.PlayedSamplesCount += samplesCount;
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_offset += size;
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if (_offset == _samples.Length)
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{
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_offset = 0;
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if (wb.Looping == 0)
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{
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SetBufferIndex((_bufferIndex + 1) & 3);
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}
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_outStatus.PlayedWaveBuffersCount++;
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if (wb.LastBuffer != 0)
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{
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PlayState = PlayState.Paused;
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}
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}
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return output;
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}
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private void UpdateBuffer(IMemoryManager memory)
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{
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// TODO: Implement conversion for formats other
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// than interleaved stereo (2 channels).
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// As of now, it assumes that HostChannelsCount == 2.
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WaveBuffer wb = WaveBuffers[_bufferIndex];
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if (wb.Position == 0)
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{
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_samples = new int[0];
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return;
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}
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if (SampleFormat == SampleFormat.PcmInt16)
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{
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int samplesCount = (int)(wb.Size / (sizeof(short) * ChannelsCount));
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_samples = new int[samplesCount * AudioConsts.HostChannelsCount];
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if (ChannelsCount == 1)
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{
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for (int index = 0; index < samplesCount; index++)
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{
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short sample = memory.ReadInt16(wb.Position + index * 2);
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_samples[index * 2 + 0] = sample;
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_samples[index * 2 + 1] = sample;
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}
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}
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else
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{
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for (int index = 0; index < samplesCount * 2; index++)
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{
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_samples[index] = memory.ReadInt16(wb.Position + index * 2);
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}
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}
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}
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else if (SampleFormat == SampleFormat.Adpcm)
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{
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byte[] buffer = memory.ReadBytes(wb.Position, wb.Size);
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_samples = AdpcmDecoder.Decode(buffer, AdpcmCtx);
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}
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else
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{
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throw new InvalidOperationException();
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}
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if (SampleRate != AudioConsts.HostSampleRate)
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{
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// TODO: We should keep the frames being discarded (see the 4 below)
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// on a buffer and include it on the next samples buffer, to allow
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// the resampler to do seamless interpolation between wave buffers.
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int samplesCount = _samples.Length / AudioConsts.HostChannelsCount;
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samplesCount = Math.Max(samplesCount - 4, 0);
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_samples = Resampler.Resample2Ch(
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_samples,
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SampleRate,
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AudioConsts.HostSampleRate,
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samplesCount,
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ref _resamplerFracPart);
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}
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}
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public void SetBufferIndex(int index)
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{
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_bufferIndex = index & 3;
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_bufferReload = true;
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}
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}
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} |