* use ArrayPool, avoid 6000-7000 allocs/sec of runtime
* use ArrayPool, avoid ~7k allocs/second during game execution
* use ArrayPool, avoid ~3000 allocs/sec during game execution
* use MemoryPool, reduce 0.5 MB/sec of new allocations during game execution
* avoid over-allocation by setting List<> Capacity when known
* remove LINQ in KTimeManager.UnscheduleFutureInvocation
* KTimeManager - avoid spinning one more time when the time has arrived
* KTimeManager - let SpinWait decide when to Thread.Yield(), and don't SpinOnce() immediately after Thread.Yield()
* use MemoryPool, reduce ~175k bytes/sec allocation during game execution
* IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array
* Make ButtonMappingEntry a record struct to avoid allocations. Set the List<ButtonMappingEntry> capacity according to use.
* add MemoryBuffer type for working with MemoryPool<byte>
* update changes to use MemoryBuffer
* make parameter ReadOnlySpan instead of Span
* whitespace fix
* Revert "IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array"
This reverts commit f2c698bdf65f049e8481c9f2ec7138d9b9a8261d.
* tweak KTimeManager spin behavior
* replace MemoryBuffer with ByteMemoryPool modeled after System.Buffers.ArrayMemoryPool<T>
* make ByteMemoryPoolBuffer responsible for renting memory
* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization
* Make types match on calls to AlignUp/AlignDown
* Formatting
* Address some PR feedback
* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations
* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory
* Implement EventType
* Address more PR feedback
* Log request processing errors since they are not normal
* Rename waitable to multiwait and add missing lock
* PR feedback
* Ac_K PR feedback
* amadeus: Allow OOB read of GC-ADPCM coefficients
Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge"
* amadeus: Fix wrong variable usage in delay effect
We should transform the delay line values, not the input.
* amadeus: Update GroupedBiquadFilterCommand documentation
* amadeus: Simplify PoolMapper alignment checks
* amadeus: Update Surround delay effect matrix to REV11
* amadeus: Add drop parameter support and use 32 bits integers for estimate time
Also implement accurate ExecuteAudioRendererRendering stub.
* Address gdkchan's comments
* Address gdkchan's other comments
* Address gdkchan's comment
* Add the ability to toggle mute in the status bar.
* Add the ability to toggle mute in the status bar.
* Formatting fixes
* Add hotkey (F2) to mute
* Add default hotkey to config.json
* Add ability to change volume via slider.
* Fix Headless
* Fix SDL2 Problem : Credits to d3xMachina
* Remove unnecessary work
* Address gdk comments
* Toggling with Hotkey now properly restores volume to original level.
* Toggling with Hotkey now properly restores volume to original level.
* Update UI to show Volume % instead of Muted/Unmuted
* Clean up the volume ui a bit.
* Undo unintentionally committed code.
* Implement AudRen Support
* Restore intiial volume level in function definition.
* Finalize UI
* Finalize UI
* Use clamp for bounds check
* Use Math.Clamp for volume in soundio
* Address comments by gdkchan
* Address remaining comments
* Fix missing semicolon
* Address remaining gdkchan comment
* Fix comment
* Change /* to //
* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar
* Remove blank line
* Undo setting of volume level when "Cancel" is pressed.
* Fix allignment for settings window code
* Make all title id instances unsigned
* Replace address and size with ulong instead of signed types
Long overdue change.
Also change some logics here and there to optimize with the new memory
manager.
* Address Ac_K's comments
* Remove uneeded cast all around
* Fixes some others misalignment
* Rename CommandAttribute as CommandHIpcAttribute to prepare for 12.x changes
* Implement inital support for TIPC and adds SM command ids
* *Ipc to *ipc
* Missed a ref in last commit...
* CommandAttributeTIpc to CommandAttributeTipc
* Addresses comment and fixes some bugs around
TIPC doesn't have any padding requirements as buffer C isn't a thing
Fix for RegisterService inverting two argument only on TIPC
* 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
* Make sure to not leak copy handles passed in request
Following last gdkchan's PR this make sure to close copy handles that
are passed by guest when it should.
* fix comment copy pasta
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel
* Fix for applet transfer memory + some nits
* Keep handles if possible to avoid server handle table exhaustion
* Fix IPC ZeroFill bug
* am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer
CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0
* Make it exit properly
* Make ServiceNotImplementedException show the full message again
* Allow yielding execution to avoid starving other threads
* Only wait if active
* Merge IVirtualMemoryManager and IAddressSpaceManager
* Fix Ro loading data from the wrong process
Co-authored-by: Thog <me@thog.eu>
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers
This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers
The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.
SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.
This fix#1133, fix#1258 and fix#1519.
Thanks to @jduncanator for this help during the implementation and all his precious advices.
* Fix some debug leftovers
* Address jD feedback
* Changes to allow explicit management of service threads
* Remove now unused code
* Remove ThreadCounter, its no longer needed
* Allow and use separate server per service, also fix exit issues
* New policy change: PTC version now uses PR number
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)
* Amadeus: Final Act
This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!
This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.
Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.
- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).
- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.
* Make timing more precise when sleeping on Windows
Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.
NOTE: This is only active when emulation is running.
* Logger class changes only
Now compile-time checking is possible with the help of Nullable Value
types.
* Misc formatting
* Manual optimizations
PrintGuestLog
PrintGuestStackTrace
Surfaceflinger DequeueBuffer
* Reduce SendVibrationXX log level to Debug
* Add Notice log level
This level is always enabled and used to print system info, etc...
Also, rewrite LogColor to switch expression as colors are static
* Unify unhandled exception event handlers
* Print enabled LogLevels during init
* Re-add App Exit disposes in proper order
nit: switch case spacing
* Revert PrintGuestStackTrace to Info logs due to #1407
PrintGuestStackTrace is now called in some critical error handlers
so revert to old behavior as KThread isn't part of Guest.
* Batch replace Logger statements
* Implement a new physical memory manager and replace DeviceMemory
* Proper generic constraints
* Fix debug build
* Add memory tests
* New CPU memory manager and general code cleanup
* Remove host memory management from CPU project, use Ryujinx.Memory instead
* Fix tests
* Document exceptions on MemoryBlock
* Fix leak on unix memory allocation
* Proper disposal of some objects on tests
* Fix JitCache not being set as initialized
* GetRef without checks for 8-bits and 16-bits CAS
* Add MemoryBlock destructor
* Throw in separate method to improve codegen
* Address PR feedback
* QueryModified improvements
* Fix memory write tracking not marking all pages as modified in some cases
* Simplify MarkRegionAsModified
* Remove XML doc for ghost param
* Add back optimization to avoid useless buffer updates
* Add Ryujinx.Cpu project, move MemoryManager there and remove MemoryBlockWrapper
* Some nits
* Do not perform address translation when size is 0
* Address PR feedback and format NativeInterface class
* Remove ghost parameter description
* Update Ryujinx.Cpu to .NET Core 3.1
* Address PR feedback
* Fix build
* Return a well defined value for GetPhysicalAddress with invalid VA, and do not return unmapped ranges as modified
* Typo
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.
REV8 only added changes on performance buffer and wavebuffer dsp command
generation.
As we don't support any of those, we can just increment the revision
number for now.
* Remove redundant modulo on wave buffer index
This is already performed by SetBufferIndex
* Correct typo in UpdateDataHeader
MixeSize -> MixSize
* Remove unused variable in audren
'volume' was unused and 'voice.Volume' was used instead so remove 'volume'
This PR remove the `EndianSwap` class who isn't needed anymore since .NET Core 3.0 got a buildin method `BinaryPrimitives.ReverseEndianness` who did the same thing.
* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume
- Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE).
- Add Get and Set for Volume into audio backends.
- Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard.
- Split OpenAL backend into 2 files for consistency.
* Address comments
* Fix the volume calculation
* Fix hwopus DecodeInterleaved implementation
Also implement new variants of this api.
This should fix#763
* Sample rate shouldn't be hardcoded
This fix issues while opening Pokémon Let's Go pause menu.
* Apply Ac_K's suggestion about EndianSwap
* Address gdkchan's comment
* Address Ac_k's comment
* Fix AudioRenderer implementation
According to RE:
- `GetAudioRendererWorkBufferSize` is updated and improved to support `REV7`
- `RequestUpdateAudioRenderer` is updated to `REV7` too
Should improve results on recent game and close#718 and #707
* Fix NodeStates.GetWorkBufferSize
* Use BitUtils instead of IntUtils
* Nits
* Refactoring HOS folder structure
Refactoring HOS folder structure:
- Added some subfolders when needed (Following structure decided in private).
- Added some `Types` folders when needed.
- Little cleanup here and there.
- Add services placeholders for every HOS services (close#766 and #753).
* Remove Types namespaces