mirror of
https://github.com/GreemDev/Ryujinx.git
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a731ab3a2a
* Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
404 lines
14 KiB
C#
404 lines
14 KiB
C#
using ARMeilleure.Memory;
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using Ryujinx.Audio;
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using Ryujinx.Audio.Adpcm;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Ipc;
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using Ryujinx.HLE.HOS.Kernel.Common;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.Utilities;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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{
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class IAudioRenderer : IpcService, IDisposable
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{
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// This is the amount of samples that are going to be appended
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// each time that RequestUpdateAudioRenderer is called. Ideally,
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// this value shouldn't be neither too small (to avoid the player
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// starving due to running out of samples) or too large (to avoid
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// high latency).
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private const int MixBufferSamplesCount = 960;
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private KEvent _updateEvent;
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private IMemoryManager _memory;
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private IAalOutput _audioOut;
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private AudioRendererParameter _params;
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private MemoryPoolContext[] _memoryPools;
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private VoiceContext[] _voices;
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private int _track;
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private PlayState _playState;
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public IAudioRenderer(
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Horizon system,
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IMemoryManager memory,
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IAalOutput audioOut,
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AudioRendererParameter Params)
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{
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_updateEvent = new KEvent(system);
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_memory = memory;
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_audioOut = audioOut;
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_params = Params;
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_track = audioOut.OpenTrack(
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AudioConsts.HostSampleRate,
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AudioConsts.HostChannelsCount,
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AudioCallback);
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_memoryPools = CreateArray<MemoryPoolContext>(Params.EffectCount + Params.VoiceCount * 4);
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_voices = CreateArray<VoiceContext>(Params.VoiceCount);
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InitializeAudioOut();
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_playState = PlayState.Stopped;
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}
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[Command(0)]
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// GetSampleRate() -> u32
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public ResultCode GetSampleRate(ServiceCtx context)
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{
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context.ResponseData.Write(_params.SampleRate);
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return ResultCode.Success;
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}
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[Command(1)]
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// GetSampleCount() -> u32
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public ResultCode GetSampleCount(ServiceCtx context)
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{
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context.ResponseData.Write(_params.SampleCount);
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return ResultCode.Success;
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}
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[Command(2)]
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// GetMixBufferCount() -> u32
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public ResultCode GetMixBufferCount(ServiceCtx context)
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{
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context.ResponseData.Write(_params.MixCount);
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return ResultCode.Success;
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}
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[Command(3)]
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// GetState() -> u32
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public ResultCode GetState(ServiceCtx context)
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{
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context.ResponseData.Write((int)_playState);
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Logger.PrintStub(LogClass.ServiceAudio, new { State = Enum.GetName(typeof(PlayState), _playState) });
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return ResultCode.Success;
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}
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private void AudioCallback()
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{
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_updateEvent.ReadableEvent.Signal();
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}
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private static T[] CreateArray<T>(int size) where T : new()
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{
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T[] output = new T[size];
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for (int index = 0; index < size; index++)
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{
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output[index] = new T();
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}
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return output;
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}
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private void InitializeAudioOut()
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{
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AppendMixedBuffer(0);
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AppendMixedBuffer(1);
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AppendMixedBuffer(2);
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_audioOut.Start(_track);
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}
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[Command(4)]
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// RequestUpdateAudioRenderer(buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 5>)
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// -> (buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6>, buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6>)
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public ResultCode RequestUpdateAudioRenderer(ServiceCtx context)
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{
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long outputPosition = context.Request.ReceiveBuff[0].Position;
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long outputSize = context.Request.ReceiveBuff[0].Size;
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MemoryHelper.FillWithZeros(context.Memory, outputPosition, (int)outputSize);
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long inputPosition = context.Request.SendBuff[0].Position;
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StructReader reader = new StructReader(context.Memory, inputPosition);
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StructWriter writer = new StructWriter(context.Memory, outputPosition);
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UpdateDataHeader inputHeader = reader.Read<UpdateDataHeader>();
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reader.Read<BehaviorIn>(inputHeader.BehaviorSize);
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MemoryPoolIn[] memoryPoolsIn = reader.Read<MemoryPoolIn>(inputHeader.MemoryPoolSize);
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for (int index = 0; index < memoryPoolsIn.Length; index++)
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{
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MemoryPoolIn memoryPool = memoryPoolsIn[index];
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if (memoryPool.State == MemoryPoolState.RequestAttach)
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{
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_memoryPools[index].OutStatus.State = MemoryPoolState.Attached;
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}
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else if (memoryPool.State == MemoryPoolState.RequestDetach)
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{
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_memoryPools[index].OutStatus.State = MemoryPoolState.Detached;
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}
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}
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reader.Read<VoiceChannelResourceIn>(inputHeader.VoiceResourceSize);
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VoiceIn[] voicesIn = reader.Read<VoiceIn>(inputHeader.VoiceSize);
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for (int index = 0; index < voicesIn.Length; index++)
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{
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VoiceIn voice = voicesIn[index];
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VoiceContext voiceCtx = _voices[index];
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voiceCtx.SetAcquireState(voice.Acquired != 0);
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if (voice.Acquired == 0)
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{
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continue;
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}
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if (voice.FirstUpdate != 0)
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{
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voiceCtx.AdpcmCtx = GetAdpcmDecoderContext(
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voice.AdpcmCoeffsPosition,
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voice.AdpcmCoeffsSize);
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voiceCtx.SampleFormat = voice.SampleFormat;
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voiceCtx.SampleRate = voice.SampleRate;
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voiceCtx.ChannelsCount = voice.ChannelsCount;
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voiceCtx.SetBufferIndex(voice.BaseWaveBufferIndex);
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}
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voiceCtx.WaveBuffers[0] = voice.WaveBuffer0;
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voiceCtx.WaveBuffers[1] = voice.WaveBuffer1;
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voiceCtx.WaveBuffers[2] = voice.WaveBuffer2;
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voiceCtx.WaveBuffers[3] = voice.WaveBuffer3;
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voiceCtx.Volume = voice.Volume;
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voiceCtx.PlayState = voice.PlayState;
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}
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UpdateAudio();
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UpdateDataHeader outputHeader = new UpdateDataHeader();
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int updateHeaderSize = Marshal.SizeOf<UpdateDataHeader>();
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outputHeader.Revision = IAudioRendererManager.RevMagic;
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outputHeader.BehaviorSize = 0xb0;
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outputHeader.MemoryPoolSize = (_params.EffectCount + _params.VoiceCount * 4) * 0x10;
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outputHeader.VoiceSize = _params.VoiceCount * 0x10;
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outputHeader.EffectSize = _params.EffectCount * 0x10;
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outputHeader.SinkSize = _params.SinkCount * 0x20;
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outputHeader.PerformanceManagerSize = 0x10;
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outputHeader.TotalSize = updateHeaderSize +
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outputHeader.BehaviorSize +
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outputHeader.MemoryPoolSize +
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outputHeader.VoiceSize +
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outputHeader.EffectSize +
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outputHeader.SinkSize +
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outputHeader.PerformanceManagerSize;
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writer.Write(outputHeader);
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foreach (MemoryPoolContext memoryPool in _memoryPools)
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{
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writer.Write(memoryPool.OutStatus);
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}
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foreach (VoiceContext voice in _voices)
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{
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writer.Write(voice.OutStatus);
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}
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return ResultCode.Success;
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}
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[Command(5)]
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// Start()
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public ResultCode StartAudioRenderer(ServiceCtx context)
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{
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Logger.PrintStub(LogClass.ServiceAudio);
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_playState = PlayState.Playing;
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return ResultCode.Success;
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}
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[Command(6)]
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// Stop()
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public ResultCode StopAudioRenderer(ServiceCtx context)
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{
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Logger.PrintStub(LogClass.ServiceAudio);
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_playState = PlayState.Stopped;
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return ResultCode.Success;
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}
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[Command(7)]
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// QuerySystemEvent() -> handle<copy, event>
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public ResultCode QuerySystemEvent(ServiceCtx context)
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{
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if (context.Process.HandleTable.GenerateHandle(_updateEvent.ReadableEvent, out int handle) != KernelResult.Success)
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{
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throw new InvalidOperationException("Out of handles!");
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}
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context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle);
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return ResultCode.Success;
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}
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private AdpcmDecoderContext GetAdpcmDecoderContext(long position, long size)
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{
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if (size == 0)
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{
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return null;
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}
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AdpcmDecoderContext context = new AdpcmDecoderContext();
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context.Coefficients = new short[size >> 1];
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for (int offset = 0; offset < size; offset += 2)
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{
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context.Coefficients[offset >> 1] = _memory.ReadInt16(position + offset);
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}
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return context;
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}
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private void UpdateAudio()
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{
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long[] released = _audioOut.GetReleasedBuffers(_track, 2);
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for (int index = 0; index < released.Length; index++)
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{
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AppendMixedBuffer(released[index]);
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}
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}
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private void AppendMixedBuffer(long tag)
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{
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int[] mixBuffer = new int[MixBufferSamplesCount * AudioConsts.HostChannelsCount];
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foreach (VoiceContext voice in _voices)
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{
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if (!voice.Playing || voice.CurrentWaveBuffer.Size == 0)
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{
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continue;
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}
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int outOffset = 0;
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int pendingSamples = MixBufferSamplesCount;
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float volume = voice.Volume;
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while (pendingSamples > 0)
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{
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int[] samples = voice.GetBufferData(_memory, pendingSamples, out int returnedSamples);
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if (returnedSamples == 0)
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{
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break;
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}
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pendingSamples -= returnedSamples;
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for (int offset = 0; offset < samples.Length; offset++)
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{
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mixBuffer[outOffset++] += (int)(samples[offset] * voice.Volume);
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}
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}
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}
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_audioOut.AppendBuffer(_track, tag, GetFinalBuffer(mixBuffer));
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}
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private unsafe static short[] GetFinalBuffer(int[] buffer)
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{
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short[] output = new short[buffer.Length];
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int offset = 0;
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// Perform Saturation using SSE2 if supported
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if (Sse2.IsSupported)
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{
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fixed (int* inptr = buffer)
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fixed (short* outptr = output)
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{
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for (; offset + 32 <= buffer.Length; offset += 32)
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{
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// Unroll the loop a little to ensure the CPU pipeline
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// is always full.
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Vector128<int> block1A = Sse2.LoadVector128(inptr + offset + 0);
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Vector128<int> block1B = Sse2.LoadVector128(inptr + offset + 4);
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Vector128<int> block2A = Sse2.LoadVector128(inptr + offset + 8);
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Vector128<int> block2B = Sse2.LoadVector128(inptr + offset + 12);
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Vector128<int> block3A = Sse2.LoadVector128(inptr + offset + 16);
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Vector128<int> block3B = Sse2.LoadVector128(inptr + offset + 20);
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Vector128<int> block4A = Sse2.LoadVector128(inptr + offset + 24);
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Vector128<int> block4B = Sse2.LoadVector128(inptr + offset + 28);
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Vector128<short> output1 = Sse2.PackSignedSaturate(block1A, block1B);
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Vector128<short> output2 = Sse2.PackSignedSaturate(block2A, block2B);
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Vector128<short> output3 = Sse2.PackSignedSaturate(block3A, block3B);
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Vector128<short> output4 = Sse2.PackSignedSaturate(block4A, block4B);
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Sse2.Store(outptr + offset + 0, output1);
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Sse2.Store(outptr + offset + 8, output2);
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Sse2.Store(outptr + offset + 16, output3);
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Sse2.Store(outptr + offset + 24, output4);
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}
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}
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}
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// Process left overs
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for (; offset < buffer.Length; offset++)
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{
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output[offset] = DspUtils.Saturate(buffer[offset]);
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}
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return output;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_audioOut.CloseTrack(_track);
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}
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}
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}
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} |