mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-27 03:59:13 +01:00
23170da5a0
This implement the rendering information output informations of RequestUpdate. This is needed by some games to keep track of the count of update on the DSP.
452 lines
No EOL
15 KiB
C#
452 lines
No EOL
15 KiB
C#
using ARMeilleure.Memory;
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using Ryujinx.Audio;
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using Ryujinx.Audio.Adpcm;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Ipc;
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using Ryujinx.HLE.HOS.Kernel.Common;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.Utilities;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.HLE.HOS.Services.Audio.AudioRendererManager
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{
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class IAudioRenderer : IpcService, IDisposable
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{
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// This is the amount of samples that are going to be appended
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// each time that RequestUpdateAudioRenderer is called. Ideally,
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// this value shouldn't be neither too small (to avoid the player
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// starving due to running out of samples) or too large (to avoid
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// high latency).
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private const int MixBufferSamplesCount = 960;
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private KEvent _updateEvent;
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private MemoryManager _memory;
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private IAalOutput _audioOut;
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private AudioRendererParameter _params;
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private MemoryPoolContext[] _memoryPools;
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private VoiceContext[] _voices;
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private EffectContext[] _effects;
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private int _track;
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private PlayState _playState;
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private ulong _elapsedFrameCount;
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public IAudioRenderer(
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Horizon system,
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MemoryManager memory,
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IAalOutput audioOut,
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AudioRendererParameter rendererParams)
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{
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_updateEvent = new KEvent(system);
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_memory = memory;
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_audioOut = audioOut;
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_params = rendererParams;
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_track = audioOut.OpenTrack(
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AudioRendererConsts.HostSampleRate,
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AudioRendererConsts.HostChannelsCount,
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AudioCallback);
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_memoryPools = CreateArray<MemoryPoolContext>(rendererParams.EffectCount + rendererParams.VoiceCount * 4);
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_voices = CreateArray<VoiceContext>(rendererParams.VoiceCount);
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_effects = CreateArray<EffectContext>(rendererParams.EffectCount);
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_elapsedFrameCount = 0;
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InitializeAudioOut();
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_playState = PlayState.Stopped;
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}
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[Command(0)]
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// GetSampleRate() -> u32
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public ResultCode GetSampleRate(ServiceCtx context)
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{
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context.ResponseData.Write(_params.SampleRate);
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return ResultCode.Success;
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}
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[Command(1)]
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// GetSampleCount() -> u32
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public ResultCode GetSampleCount(ServiceCtx context)
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{
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context.ResponseData.Write(_params.SampleCount);
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return ResultCode.Success;
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}
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[Command(2)]
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// GetMixBufferCount() -> u32
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public ResultCode GetMixBufferCount(ServiceCtx context)
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{
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context.ResponseData.Write(_params.SubMixCount);
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return ResultCode.Success;
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}
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[Command(3)]
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// GetState() -> u32
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public ResultCode GetState(ServiceCtx context)
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{
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context.ResponseData.Write((int)_playState);
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Logger.PrintStub(LogClass.ServiceAudio, new { State = Enum.GetName(typeof(PlayState), _playState) });
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return ResultCode.Success;
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}
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private void AudioCallback()
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{
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_updateEvent.ReadableEvent.Signal();
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}
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private static T[] CreateArray<T>(int size) where T : new()
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{
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T[] output = new T[size];
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for (int index = 0; index < size; index++)
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{
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output[index] = new T();
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}
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return output;
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}
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private void InitializeAudioOut()
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{
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AppendMixedBuffer(0);
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AppendMixedBuffer(1);
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AppendMixedBuffer(2);
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_audioOut.Start(_track);
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}
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[Command(4)]
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// RequestUpdateAudioRenderer(buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 5>)
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// -> (buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6>, buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6>)
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public ResultCode RequestUpdateAudioRenderer(ServiceCtx context)
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{
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long outputPosition = context.Request.ReceiveBuff[0].Position;
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long outputSize = context.Request.ReceiveBuff[0].Size;
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MemoryHelper.FillWithZeros(context.Memory, outputPosition, (int)outputSize);
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long inputPosition = context.Request.SendBuff[0].Position;
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StructReader reader = new StructReader(context.Memory, inputPosition);
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StructWriter writer = new StructWriter(context.Memory, outputPosition);
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UpdateDataHeader inputHeader = reader.Read<UpdateDataHeader>();
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BehaviorInfo behaviorInfo = new BehaviorInfo();
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behaviorInfo.SetUserLibRevision(inputHeader.Revision);
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reader.Read<BehaviorIn>(inputHeader.BehaviorSize);
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MemoryPoolIn[] memoryPoolsIn = reader.Read<MemoryPoolIn>(inputHeader.MemoryPoolSize);
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for (int index = 0; index < memoryPoolsIn.Length; index++)
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{
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MemoryPoolIn memoryPool = memoryPoolsIn[index];
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if (memoryPool.State == MemoryPoolState.RequestAttach)
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{
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_memoryPools[index].OutStatus.State = MemoryPoolState.Attached;
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}
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else if (memoryPool.State == MemoryPoolState.RequestDetach)
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{
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_memoryPools[index].OutStatus.State = MemoryPoolState.Detached;
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}
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}
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reader.Read<VoiceChannelResourceIn>(inputHeader.VoiceResourceSize);
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VoiceIn[] voicesIn = reader.Read<VoiceIn>(inputHeader.VoiceSize);
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for (int index = 0; index < voicesIn.Length; index++)
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{
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VoiceIn voice = voicesIn[index];
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VoiceContext voiceCtx = _voices[index];
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voiceCtx.SetAcquireState(voice.Acquired != 0);
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if (voice.Acquired == 0)
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{
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continue;
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}
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if (voice.FirstUpdate != 0)
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{
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voiceCtx.AdpcmCtx = GetAdpcmDecoderContext(
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voice.AdpcmCoeffsPosition,
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voice.AdpcmCoeffsSize);
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voiceCtx.SampleFormat = voice.SampleFormat;
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voiceCtx.SampleRate = voice.SampleRate;
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voiceCtx.ChannelsCount = voice.ChannelsCount;
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voiceCtx.SetBufferIndex(voice.BaseWaveBufferIndex);
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}
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voiceCtx.WaveBuffers[0] = voice.WaveBuffer0;
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voiceCtx.WaveBuffers[1] = voice.WaveBuffer1;
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voiceCtx.WaveBuffers[2] = voice.WaveBuffer2;
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voiceCtx.WaveBuffers[3] = voice.WaveBuffer3;
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voiceCtx.Volume = voice.Volume;
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voiceCtx.PlayState = voice.PlayState;
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}
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EffectIn[] effectsIn = reader.Read<EffectIn>(inputHeader.EffectSize);
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for (int index = 0; index < effectsIn.Length; index++)
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{
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if (effectsIn[index].IsNew != 0)
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{
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_effects[index].OutStatus.State = EffectState.New;
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}
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}
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UpdateAudio();
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UpdateDataHeader outputHeader = new UpdateDataHeader();
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int updateHeaderSize = Marshal.SizeOf<UpdateDataHeader>();
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outputHeader.Revision = AudioRendererConsts.RevMagic;
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outputHeader.BehaviorSize = 0xb0;
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outputHeader.MemoryPoolSize = (_params.EffectCount + _params.VoiceCount * 4) * 0x10;
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outputHeader.VoiceSize = _params.VoiceCount * 0x10;
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outputHeader.EffectSize = _params.EffectCount * 0x10;
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outputHeader.SinkSize = _params.SinkCount * 0x20;
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outputHeader.PerformanceManagerSize = 0x10;
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if (behaviorInfo.IsElapsedFrameCountSupported())
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{
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outputHeader.ElapsedFrameCountInfoSize = 0x10;
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}
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outputHeader.TotalSize = updateHeaderSize +
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outputHeader.BehaviorSize +
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outputHeader.MemoryPoolSize +
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outputHeader.VoiceSize +
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outputHeader.EffectSize +
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outputHeader.SinkSize +
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outputHeader.PerformanceManagerSize +
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outputHeader.ElapsedFrameCountInfoSize;
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writer.Write(outputHeader);
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foreach (MemoryPoolContext memoryPool in _memoryPools)
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{
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writer.Write(memoryPool.OutStatus);
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}
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foreach (VoiceContext voice in _voices)
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{
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writer.Write(voice.OutStatus);
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}
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foreach (EffectContext effect in _effects)
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{
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writer.Write(effect.OutStatus);
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}
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writer.SkipBytes(_params.SinkCount * 0x20);
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writer.SkipBytes(outputHeader.PerformanceManagerSize);
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writer.SkipBytes(outputHeader.BehaviorSize);
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if (behaviorInfo.IsElapsedFrameCountSupported())
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{
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writer.Write(new RendererInfoOut
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{
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ElapsedFrameCount = _elapsedFrameCount
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});
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}
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return ResultCode.Success;
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}
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[Command(5)]
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// Start()
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public ResultCode StartAudioRenderer(ServiceCtx context)
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{
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Logger.PrintStub(LogClass.ServiceAudio);
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_playState = PlayState.Playing;
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return ResultCode.Success;
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}
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[Command(6)]
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// Stop()
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public ResultCode StopAudioRenderer(ServiceCtx context)
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{
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Logger.PrintStub(LogClass.ServiceAudio);
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_playState = PlayState.Stopped;
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return ResultCode.Success;
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}
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[Command(7)]
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// QuerySystemEvent() -> handle<copy, event>
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public ResultCode QuerySystemEvent(ServiceCtx context)
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{
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if (context.Process.HandleTable.GenerateHandle(_updateEvent.ReadableEvent, out int handle) != KernelResult.Success)
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{
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throw new InvalidOperationException("Out of handles!");
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}
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context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle);
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return ResultCode.Success;
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}
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private AdpcmDecoderContext GetAdpcmDecoderContext(long position, long size)
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{
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if (size == 0)
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{
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return null;
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}
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AdpcmDecoderContext context = new AdpcmDecoderContext
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{
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Coefficients = new short[size >> 1]
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};
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for (int offset = 0; offset < size; offset += 2)
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{
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context.Coefficients[offset >> 1] = _memory.ReadInt16(position + offset);
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}
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return context;
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}
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private void UpdateAudio()
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{
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long[] released = _audioOut.GetReleasedBuffers(_track, 2);
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for (int index = 0; index < released.Length; index++)
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{
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AppendMixedBuffer(released[index]);
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}
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_elapsedFrameCount++;
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}
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private void AppendMixedBuffer(long tag)
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{
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int[] mixBuffer = new int[MixBufferSamplesCount * AudioRendererConsts.HostChannelsCount];
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foreach (VoiceContext voice in _voices)
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{
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if (!voice.Playing || voice.CurrentWaveBuffer.Size == 0)
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{
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continue;
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}
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int outOffset = 0;
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int pendingSamples = MixBufferSamplesCount;
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while (pendingSamples > 0)
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{
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int[] samples = voice.GetBufferData(_memory, pendingSamples, out int returnedSamples);
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if (returnedSamples == 0)
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{
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break;
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}
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pendingSamples -= returnedSamples;
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for (int offset = 0; offset < samples.Length; offset++)
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{
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mixBuffer[outOffset++] += (int)(samples[offset] * voice.Volume);
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}
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}
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}
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_audioOut.AppendBuffer(_track, tag, GetFinalBuffer(mixBuffer));
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}
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private unsafe static short[] GetFinalBuffer(int[] buffer)
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{
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short[] output = new short[buffer.Length];
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int offset = 0;
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// Perform Saturation using SSE2 if supported
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if (Sse2.IsSupported)
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{
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fixed (int* inptr = buffer)
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fixed (short* outptr = output)
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{
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for (; offset + 32 <= buffer.Length; offset += 32)
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{
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// Unroll the loop a little to ensure the CPU pipeline
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// is always full.
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Vector128<int> block1A = Sse2.LoadVector128(inptr + offset + 0);
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Vector128<int> block1B = Sse2.LoadVector128(inptr + offset + 4);
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Vector128<int> block2A = Sse2.LoadVector128(inptr + offset + 8);
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Vector128<int> block2B = Sse2.LoadVector128(inptr + offset + 12);
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Vector128<int> block3A = Sse2.LoadVector128(inptr + offset + 16);
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Vector128<int> block3B = Sse2.LoadVector128(inptr + offset + 20);
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Vector128<int> block4A = Sse2.LoadVector128(inptr + offset + 24);
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Vector128<int> block4B = Sse2.LoadVector128(inptr + offset + 28);
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Vector128<short> output1 = Sse2.PackSignedSaturate(block1A, block1B);
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Vector128<short> output2 = Sse2.PackSignedSaturate(block2A, block2B);
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Vector128<short> output3 = Sse2.PackSignedSaturate(block3A, block3B);
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Vector128<short> output4 = Sse2.PackSignedSaturate(block4A, block4B);
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Sse2.Store(outptr + offset + 0, output1);
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Sse2.Store(outptr + offset + 8, output2);
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Sse2.Store(outptr + offset + 16, output3);
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Sse2.Store(outptr + offset + 24, output4);
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}
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}
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}
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// Process left overs
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for (; offset < buffer.Length; offset++)
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{
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output[offset] = DspUtils.Saturate(buffer[offset]);
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}
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return output;
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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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_audioOut.CloseTrack(_track);
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}
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}
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}
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} |