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Ryujinx/Ryujinx.Audio/Renderer/Server/Mix/MixState.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

330 lines
11 KiB
C#

//
// Copyright (c) 2019-2021 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.Server.Effect;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Constants;
namespace Ryujinx.Audio.Renderer.Server.Mix
{
/// <summary>
/// Server state for a mix.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
public struct MixState
{
public const uint InvalidDistanceFromFinalMix = 0x80000000;
public const int Alignment = 0x10;
/// <summary>
/// Base volume of the mix.
/// </summary>
public float Volume;
/// <summary>
/// Target sample rate of the mix.
/// </summary>
public uint SampleRate;
/// <summary>
/// Target buffer count.
/// </summary>
public uint BufferCount;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// The id of the mix.
/// </summary>
public int MixId;
/// <summary>
/// The mix node id.
/// </summary>
public int NodeId;
/// <summary>
/// the buffer offset to use for command generation.
/// </summary>
public uint BufferOffset;
/// <summary>
/// The distance of the mix from the final mix.
/// </summary>
public uint DistanceFromFinalMix;
/// <summary>
/// The effect processing order storage.
/// </summary>
private IntPtr _effectProcessingOrderArrayPointer;
/// <summary>
/// The max element count that can be found in the effect processing order storage.
/// </summary>
public uint EffectProcessingOrderArrayMaxCount;
/// <summary>
/// The mix to output the result of this mix.
/// </summary>
public int DestinationMixId;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixVolumeArray _mixVolumeArray;
/// <summary>
/// The splitter to output the result of this mix.
/// </summary>
public uint DestinationSplitterId;
/// <summary>
/// If set to true, the long size pre-delay is supported on the reverb command.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsLongSizePreDelaySupported;
[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
private struct MixVolumeArray
{
private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
}
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when no splitter id is specified.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
/// <summary>
/// Get the volume for a given connection destination.
/// </summary>
/// <param name="sourceIndex">The source node index.</param>
/// <param name="destinationIndex">The destination node index</param>
/// <returns>The volume for the given connection destination.</returns>
public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
{
return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
}
/// <summary>
/// The array used to order effects associated to this mix.
/// </summary>
public Span<int> EffectProcessingOrderArray
{
get
{
if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
{
return Span<int>.Empty;
}
unsafe
{
return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
}
}
}
/// <summary>
/// Create a new <see cref="MixState"/>
/// </summary>
/// <param name="effectProcessingOrderArray"></param>
/// <param name="behaviourContext"></param>
public MixState(Memory<int> effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this()
{
MixId = UnusedMixId;
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
DestinationMixId = UnusedMixId;
DestinationSplitterId = UnusedSplitterId;
unsafe
{
// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
}
EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported();
ClearEffectProcessingOrder();
}
/// <summary>
/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
/// </summary>
public void ClearDistanceFromFinalMix()
{
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
}
/// <summary>
/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
/// </summary>
public void ClearEffectProcessingOrder()
{
EffectProcessingOrderArray.Fill(-1);
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public bool HasAnyDestination()
{
return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
}
/// <summary>
/// Update the mix connection on the adjacency matrix.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext)
{
bool hasNewConnections;
if (DestinationSplitterId == UnusedSplitterId)
{
hasNewConnections = false;
}
else
{
ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
hasNewConnections = splitter.HasNewConnection;
}
if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
{
return false;
}
edgeMatrix.RemoveEdges(MixId);
if (parameter.DestinationMixId == UnusedMixId)
{
if (parameter.DestinationSplitterId != UnusedSplitterId)
{
ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
for (int i = 0; i < splitter.DestinationCount; i++)
{
Span<SplitterDestination> destination = splitter.GetData(i);
if (!destination.IsEmpty)
{
int destinationMixId = destination[0].DestinationId;
if (destinationMixId != UnusedMixId)
{
edgeMatrix.Connect(MixId, destinationMixId);
}
}
}
}
}
else
{
edgeMatrix.Connect(MixId, parameter.DestinationMixId);
}
DestinationMixId = parameter.DestinationMixId;
DestinationSplitterId = parameter.DestinationSplitterId;
return true;
}
/// <summary>
/// Update the mix from user information.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="effectContext">The effect context.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <returns>Return true if the mix was changed.</returns>
public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext)
{
bool isDirty;
Volume = parameter.Volume;
SampleRate = parameter.SampleRate;
BufferCount = parameter.BufferCount;
IsUsed = parameter.IsUsed;
MixId = parameter.MixId;
NodeId = parameter.NodeId;
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
if (behaviourContext.IsSplitterSupported())
{
isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext);
}
else
{
isDirty = DestinationMixId != parameter.DestinationMixId;
if (DestinationMixId != parameter.DestinationMixId)
{
DestinationMixId = parameter.DestinationMixId;
}
DestinationSplitterId = UnusedSplitterId;
}
ClearEffectProcessingOrder();
for (int i = 0; i < effectContext.GetCount(); i++)
{
ref BaseEffect effect = ref effectContext.GetEffect(i);
if (effect.MixId == MixId)
{
Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
{
return isDirty;
}
EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
}
}
return isDirty;
}
}
}