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Ryujinx/Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs
Mary a389dd59bd
Amadeus: Final Act (#1481)
* 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.
2020-08-17 22:49:37 -03:00

320 lines
12 KiB
C#

//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Splitter context.
/// </summary>
public class SplitterContext
{
/// <summary>
/// Storage for <see cref="SplitterState"/>.
/// </summary>
private Memory<SplitterState> _splitters;
/// <summary>
/// Storage for <see cref="SplitterDestination"/>.
/// </summary>
private Memory<SplitterDestination> _splitterDestinations;
/// <summary>
/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
/// </summary>
public bool IsBugFixed { get; private set; }
/// <summary>
/// Initialize <see cref="SplitterContext"/>.
/// </summary>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
/// <returns>Return true if the initialization was successful.</returns>
public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator)
{
if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0)
{
Setup(Memory<SplitterState>.Empty, Memory<SplitterDestination>.Empty, false);
return true;
}
Memory<SplitterState> splitters = workBufferAllocator.Allocate<SplitterState>(parameter.SplitterCount, SplitterState.Alignment);
if (splitters.IsEmpty)
{
return false;
}
int splitterId = 0;
foreach (ref SplitterState splitter in splitters.Span)
{
splitter = new SplitterState(splitterId++);
}
Memory<SplitterDestination> splitterDestinations = workBufferAllocator.Allocate<SplitterDestination>(parameter.SplitterDestinationCount,
SplitterDestination.Alignment);
if (splitterDestinations.IsEmpty)
{
return false;
}
int splitterDestinationId = 0;
foreach (ref SplitterDestination data in splitterDestinations.Span)
{
data = new SplitterDestination(splitterDestinationId++);
}
SplitterState.InitializeSplitters(splitters.Span);
Setup(splitters, splitterDestinations, behaviourContext.IsSplitterBugFixed());
return true;
}
/// <summary>
/// Get the work buffer size while adding the size needed for splitter to operate.
/// </summary>
/// <param name="size">The current size.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The renderer configuration.</param>
/// <returns>Return the new size taking splitter into account.</returns>
public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter)
{
if (behaviourContext.IsSplitterSupported())
{
size = WorkBufferAllocator.GetTargetSize<SplitterState>(size, parameter.SplitterCount, SplitterState.Alignment);
size = WorkBufferAllocator.GetTargetSize<SplitterDestination>(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment);
if (behaviourContext.IsSplitterBugFixed())
{
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.SplitterDestinationCount, 0x10);
}
return size;
}
else
{
return size;
}
}
/// <summary>
/// Setup the <see cref="SplitterContext"/> instance.
/// </summary>
/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
private void Setup(Memory<SplitterState> splitters, Memory<SplitterDestination> splitterDestinations, bool isBugFixed)
{
_splitters = splitters;
_splitterDestinations = splitterDestinations;
IsBugFixed = isBugFixed;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
private void ClearAllNewConnectionFlag()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.ClearNewConnectionFlag();
}
}
/// <summary>
/// Get the destination count using the count of splitter.
/// </summary>
/// <returns>The destination count using the count of splitter.</returns>
public int GetDestinationCountPerStateForCompatibility()
{
if (_splitters.IsEmpty)
{
return 0;
}
return _splitterDestinations.Length / _splitters.Length;
}
/// <summary>
/// Update one or multiple <see cref="SplitterState"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterCount; i++)
{
SplitterInParameter parameter = MemoryMarshal.Read<SplitterInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitters.Length)
{
ref SplitterState splitter = ref GetState(parameter.Id);
splitter.Update(this, ref parameter, input.Slice(Unsafe.SizeOf<SplitterInParameter>()));
}
input = input.Slice(0x1C + (int)parameter.DestinationCount * 4);
}
}
}
/// <summary>
/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterDestinationCount; i++)
{
SplitterDestinationInParameter parameter = MemoryMarshal.Read<SplitterDestinationInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitterDestinations.Length)
{
ref SplitterDestination destination = ref GetDestination(parameter.Id);
destination.Update(parameter);
}
input = input.Slice(Unsafe.SizeOf<SplitterDestinationInParameter>());
}
}
}
/// <summary>
/// Update splitter from user parameters.
/// </summary>
/// <param name="input">The input raw user data.</param>
/// <param name="consumedSize">The total consumed size.</param>
/// <returns>Return true if the update was successful.</returns>
public bool Update(ReadOnlySpan<byte> input, out int consumedSize)
{
if (_splitterDestinations.IsEmpty || _splitters.IsEmpty)
{
consumedSize = 0;
return true;
}
int originalSize = input.Length;
SplitterInParameterHeader header = SpanIOHelper.Read<SplitterInParameterHeader>(ref input);
if (header.IsMagicValid())
{
ClearAllNewConnectionFlag();
UpdateState(ref header, ref input);
UpdateData(ref header, ref input);
consumedSize = BitUtils.AlignUp(originalSize - input.Length, 0x10);
return true;
}
else
{
consumedSize = 0;
return false;
}
}
/// <summary>
/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
public ref SplitterState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length);
}
/// <summary>
/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
public ref SplitterDestination GetDestination(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
public Memory<SplitterDestination> GetDestinationMemory(int id)
{
return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
/// </summary>
/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
public Span<SplitterDestination> GetDestination(int id, int destinationId)
{
ref SplitterState splitter = ref GetState(id);
return splitter.GetData(destinationId);
}
/// <summary>
/// Return true if the audio renderer has any splitters.
/// </summary>
/// <returns>True if the audio renderer has any splitters.</returns>
public bool UsingSplitter()
{
return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty;
}
/// <summary>
/// Update the internal state of all splitters.
/// </summary>
public void UpdateInternalState()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.UpdateInternalState();
}
}
}
}