mirror of
https://github.com/GreemDev/Ryujinx.git
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f556c80d02
* 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
384 lines
14 KiB
C#
384 lines
14 KiB
C#
//
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// Copyright (c) 2019-2021 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 Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common.Logging;
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using System;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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using CpuAddress = System.UInt64;
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using DspAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.MemoryPool
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{
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/// <summary>
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/// Memory pool mapping helper.
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/// </summary>
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public class PoolMapper
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{
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const uint CurrentProcessPseudoHandle = 0xFFFF8001;
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/// <summary>
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/// The result of <see cref="Update(ref MemoryPoolState, ref MemoryPoolInParameter, ref MemoryPoolOutStatus)"/>.
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/// </summary>
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public enum UpdateResult : uint
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{
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/// <summary>
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/// No error reported.
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/// </summary>
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Success = 0,
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/// <summary>
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/// The user parameters were invalid.
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/// </summary>
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InvalidParameter = 1,
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/// <summary>
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/// <see cref="Dsp.AudioProcessor"/> mapping failed.
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/// </summary>
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MapError = 2,
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/// <summary>
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/// <see cref="Dsp.AudioProcessor"/> unmapping failed.
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/// </summary>
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UnmapError = 3
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}
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/// <summary>
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/// The handle of the process owning the CPU memory manipulated.
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/// </summary>
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private uint _processHandle;
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/// <summary>
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/// The <see cref="Memory{MemoryPoolState}"/> that will be manipulated.
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/// </summary>
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private Memory<MemoryPoolState> _memoryPools;
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/// <summary>
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/// If set to true, this will try to force map memory pool even if their state are considered invalid.
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/// </summary>
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private bool _isForceMapEnabled;
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/// <summary>
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/// Create a new <see cref="PoolMapper"/> used for system mapping.
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/// </summary>
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/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
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/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
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public PoolMapper(uint processHandle, bool isForceMapEnabled)
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{
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_processHandle = processHandle;
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_isForceMapEnabled = isForceMapEnabled;
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_memoryPools = Memory<MemoryPoolState>.Empty;
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}
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/// <summary>
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/// Create a new <see cref="PoolMapper"/> used for user mapping.
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/// </summary>
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/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
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/// <param name="memoryPool">The user memory pools.</param>
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/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
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public PoolMapper(uint processHandle, Memory<MemoryPoolState> memoryPool, bool isForceMapEnabled)
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{
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_processHandle = processHandle;
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_memoryPools = memoryPool;
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_isForceMapEnabled = isForceMapEnabled;
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}
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/// <summary>
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/// Initialize the <see cref="MemoryPoolState"/> for system use.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> for system use.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
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/// <param name="size">The size to assign.</param>
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/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
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public bool InitializeSystemPool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
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{
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if (memoryPool.Location != MemoryPoolState.LocationType.Dsp)
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{
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return false;
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}
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return InitializePool(ref memoryPool, cpuAddress, size);
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}
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/// <summary>
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/// Initialize the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
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/// <param name="size">The size to assign.</param>
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/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
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public bool InitializePool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
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{
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memoryPool.SetCpuAddress(cpuAddress, size);
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return Map(ref memoryPool) != 0;
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}
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/// <summary>
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/// Get the process handle associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
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/// <returns>Returns the process handle associated to the <see cref="MemoryPoolState"/>.</returns>
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public uint GetProcessHandle(ref MemoryPoolState memoryPool)
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{
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if (memoryPool.Location == MemoryPoolState.LocationType.Cpu)
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{
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return CurrentProcessPseudoHandle;
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}
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else if (memoryPool.Location == MemoryPoolState.LocationType.Dsp)
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{
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return _processHandle;
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}
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return 0;
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}
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/// <summary>
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/// Map the <see cref="MemoryPoolState"/> on the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to map.</param>
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/// <returns>Returns the DSP address mapped.</returns>
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public DspAddress Map(ref MemoryPoolState memoryPool)
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{
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DspAddress result = AudioProcessorMemoryManager.Map(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
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if (result != 0)
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{
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memoryPool.DspAddress = result;
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}
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return result;
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}
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/// <summary>
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/// Unmap the <see cref="MemoryPoolState"/> from the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to unmap.</param>
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/// <returns>Returns true if unmapped.</returns>
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public bool Unmap(ref MemoryPoolState memoryPool)
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{
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if (memoryPool.IsUsed)
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{
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return false;
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}
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AudioProcessorMemoryManager.Unmap(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
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memoryPool.SetCpuAddress(0, 0);
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memoryPool.DspAddress = 0;
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return true;
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}
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/// <summary>
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/// Find a <see cref="MemoryPoolState"/> associated to the region given.
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/// </summary>
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/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
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/// <param name="size">The region size.</param>
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/// <returns>Returns the <see cref="MemoryPoolState"/> found or <see cref="Memory{MemoryPoolState}.Empty"/> if not found.</returns>
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private Span<MemoryPoolState> FindMemoryPool(CpuAddress cpuAddress, ulong size)
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{
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if (!_memoryPools.IsEmpty && _memoryPools.Length > 0)
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{
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for (int i = 0; i < _memoryPools.Length; i++)
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{
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if (_memoryPools.Span[i].Contains(cpuAddress, size))
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{
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return _memoryPools.Span.Slice(i, 1);
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}
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}
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}
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return Span<MemoryPoolState>.Empty;
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}
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/// <summary>
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/// Force unmap the given <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to force unmap</param>
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public void ForceUnmap(ref AddressInfo addressInfo)
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{
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if (_isForceMapEnabled)
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{
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Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
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if (!memoryPool.IsEmpty)
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{
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AudioProcessorMemoryManager.Unmap(_processHandle, memoryPool[0].CpuAddress, memoryPool[0].Size);
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return;
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}
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AudioProcessorMemoryManager.Unmap(_processHandle, addressInfo.CpuAddress, 0);
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}
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}
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/// <summary>
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/// Try to attach the given region to the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="errorInfo">The error information if an error was generated.</param>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to attach the region to.</param>
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/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
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/// <param name="size">The region size.</param>
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/// <returns>Returns true if mapping was performed.</returns>
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public bool TryAttachBuffer(out ErrorInfo errorInfo, ref AddressInfo addressInfo, CpuAddress cpuAddress, ulong size)
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{
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errorInfo = new ErrorInfo();
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addressInfo.Setup(cpuAddress, size);
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if (AssignDspAddress(ref addressInfo))
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{
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errorInfo.ErrorCode = 0x0;
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errorInfo.ExtraErrorInfo = 0x0;
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return true;
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}
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else
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{
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errorInfo.ErrorCode = ResultCode.InvalidAddressInfo;
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errorInfo.ExtraErrorInfo = addressInfo.CpuAddress;
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return _isForceMapEnabled;
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}
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}
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/// <summary>
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/// Update a <see cref="MemoryPoolState"/> using user parameters.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to update.</param>
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/// <param name="inParameter">Input user parameter.</param>
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/// <param name="outStatus">Output user parameter.</param>
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/// <returns>Returns the <see cref="UpdateResult"/> of the operations performed.</returns>
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public UpdateResult Update(ref MemoryPoolState memoryPool, ref MemoryPoolInParameter inParameter, ref MemoryPoolOutStatus outStatus)
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{
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MemoryPoolUserState inputState = inParameter.State;
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MemoryPoolUserState outputState;
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const uint pageSize = 0x1000;
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if (inputState != MemoryPoolUserState.RequestAttach && inputState != MemoryPoolUserState.RequestDetach)
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{
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return UpdateResult.Success;
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}
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if (inParameter.CpuAddress == 0 || (inParameter.CpuAddress & (pageSize - 1)) != 0)
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{
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return UpdateResult.InvalidParameter;
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}
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if (inParameter.Size == 0 || (inParameter.Size & (pageSize - 1)) != 0)
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{
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return UpdateResult.InvalidParameter;
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}
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if (inputState == MemoryPoolUserState.RequestAttach)
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{
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bool initializeSuccess = InitializePool(ref memoryPool, inParameter.CpuAddress, inParameter.Size);
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if (!initializeSuccess)
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{
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memoryPool.SetCpuAddress(0, 0);
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Logger.Error?.Print(LogClass.AudioRenderer, $"Map of memory pool (address: 0x{inParameter.CpuAddress:x}, size 0x{inParameter.Size:x}) failed!");
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return UpdateResult.MapError;
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}
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outputState = MemoryPoolUserState.Attached;
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}
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else
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{
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if (memoryPool.CpuAddress != inParameter.CpuAddress || memoryPool.Size != inParameter.Size)
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{
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return UpdateResult.InvalidParameter;
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}
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if (!Unmap(ref memoryPool))
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{
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Logger.Error?.Print(LogClass.AudioRenderer, $"Unmap of memory pool (address: 0x{memoryPool.CpuAddress:x}, size 0x{memoryPool.Size:x}) failed!");
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return UpdateResult.UnmapError;
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}
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outputState = MemoryPoolUserState.Detached;
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}
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outStatus.State = outputState;
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return UpdateResult.Success;
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}
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/// <summary>
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/// Map the <see cref="AddressInfo"/> to the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to map.</param>
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/// <returns>Returns true if mapping was performed.</returns>
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private bool AssignDspAddress(ref AddressInfo addressInfo)
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{
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if (addressInfo.CpuAddress == 0)
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{
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return false;
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}
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if (_memoryPools.Length > 0)
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{
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Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
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if (!memoryPool.IsEmpty)
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{
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addressInfo.SetupMemoryPool(memoryPool);
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return true;
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}
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}
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if (_isForceMapEnabled)
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{
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DspAddress dspAddress = AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
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addressInfo.ForceMappedDspAddress = dspAddress;
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AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
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}
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else
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{
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unsafe
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{
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addressInfo.SetupMemoryPool(MemoryPoolState.Null);
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}
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}
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return false;
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}
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/// <summary>
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/// Remove the usage flag from all the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="Memory{MemoryPoolState}"/> to reset.</param>
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public static void ClearUsageState(Memory<MemoryPoolState> memoryPool)
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{
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foreach (ref MemoryPoolState info in memoryPool.Span)
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{
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info.IsUsed = false;
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}
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}
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}
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}
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