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a389dd59bd
* 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.
75 lines
3.2 KiB
C#
75 lines
3.2 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System.Runtime.CompilerServices;
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using DspAddress = System.UInt64;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Utils
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{
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/// <summary>
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/// The <see cref="Dsp.AudioProcessor"/> memory management
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/// </summary>
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/// <remarks>This is stub for the most part but is kept to permit LLE if wanted.</remarks>
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static class AudioProcessorMemoryManager
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{
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/// <summary>
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/// Map the given <see cref="CpuAddress"/> to the <see cref="Dsp.AudioProcessor"/> address space.
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/// </summary>
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/// <param name="processHandle">The process owning the CPU memory.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to map.</param>
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/// <param name="size">The size of the CPU memory region to map.</param>
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/// <returns>The address on the <see cref="Dsp.AudioProcessor"/> address space.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static DspAddress Map(uint processHandle, CpuAddress cpuAddress, ulong size)
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{
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return cpuAddress;
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}
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/// <summary>
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/// Unmap the given <see cref="CpuAddress"/> from the <see cref="Dsp.AudioProcessor"/> address space.
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/// </summary>
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/// <param name="processHandle">The process owning the CPU memory.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to unmap.</param>
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/// <param name="size">The size of the CPU memory region to unmap.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Unmap(uint processHandle, CpuAddress cpuAddress, ulong size)
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{
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}
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/// <summary>
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/// Invalidate the <see cref="Dsp.AudioProcessor"/> data cache at the given address.
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/// </summary>
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/// <param name="address">The base DSP address to invalidate</param>
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/// <param name="size">The size of the DSP memory region to invalidate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void InvalidateDspCache(DspAddress address, ulong size)
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{
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}
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/// <summary>
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/// Invalidate the CPU data cache at the given address.
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/// </summary>
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/// <param name="address">The base <see cref="CpuAddress"/> to invalidate</param>
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/// <param name="size">The size of the CPU memory region to invalidate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void InvalidateDataCache(CpuAddress address, ulong size)
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{
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}
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}
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}
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