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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
335 lines
10 KiB
C#
335 lines
10 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.Integration;
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using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Diagnostics;
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using System.Threading;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// The audio renderer manager.
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/// </summary>
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public class AudioRendererManager : IDisposable
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{
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/// <summary>
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/// Lock used for session allocation.
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/// </summary>
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private object _sessionLock = new object();
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/// <summary>
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/// Lock used to control the <see cref="AudioProcessor"/> running state.
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/// </summary>
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private object _audioProcessorLock = new object();
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/// <summary>
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/// The session ids allocation table.
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/// </summary>
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private int[] _sessionIds;
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/// <summary>
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/// The events linked to each session.
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/// </summary>
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private IWritableEvent[] _sessionsSystemEvent;
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/// <summary>
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/// The <see cref="AudioRenderSystem"/> sessions instances.
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/// </summary>
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private AudioRenderSystem[] _sessions;
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/// <summary>
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/// The count of active sessions.
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/// </summary>
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private int _activeSessionCount;
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/// <summary>
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/// The worker thread used to run <see cref="SendCommands"/>.
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/// </summary>
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private Thread _workerThread;
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/// <summary>
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/// Indicate if the worker thread and <see cref="AudioProcessor"/> are running.
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/// </summary>
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private bool _isRunning;
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/// <summary>
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/// The audio device driver to create audio outputs.
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/// </summary>
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private IHardwareDeviceDriver _deviceDriver;
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/// <summary>
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/// The <see cref="AudioProcessor"/> instance associated to this manager.
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/// </summary>
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public AudioProcessor Processor { get; }
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/// <summary>
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/// Create a new <see cref="AudioRendererManager"/>.
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/// </summary>
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public AudioRendererManager()
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{
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Processor = new AudioProcessor();
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_sessionIds = new int[Constants.AudioRendererSessionCountMax];
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_sessions = new AudioRenderSystem[Constants.AudioRendererSessionCountMax];
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_activeSessionCount = 0;
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for (int i = 0; i < _sessionIds.Length; i++)
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{
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_sessionIds[i] = i;
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}
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}
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/// <summary>
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/// Initialize the <see cref="AudioRendererManager"/>.
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/// </summary>
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/// <param name="sessionSystemEvents">The events associated to each session.</param>
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/// <param name="deviceDriver">The device driver to use to create audio outputs.</param>
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public void Initialize(IWritableEvent[] sessionSystemEvents, IHardwareDeviceDriver deviceDriver)
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{
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_sessionsSystemEvent = sessionSystemEvents;
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_deviceDriver = deviceDriver;
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}
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/// <summary>
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/// Get the work buffer size required by a session.
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/// </summary>
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/// <param name="parameter">The user configuration</param>
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/// <returns>The work buffer size required by a session.</returns>
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public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
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{
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return AudioRenderSystem.GetWorkBufferSize(ref parameter);
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}
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/// <summary>
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/// Acquire a new session id.
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/// </summary>
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/// <returns>A new session id.</returns>
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private int AcquireSessionId()
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{
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lock (_sessionLock)
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{
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int index = _activeSessionCount;
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Debug.Assert(index < _sessionIds.Length);
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int sessionId = _sessionIds[index];
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_sessionIds[index] = -1;
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_activeSessionCount++;
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Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new renderer ({sessionId})");
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return sessionId;
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}
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}
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/// <summary>
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/// Release a given <paramref name="sessionId"/>.
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/// </summary>
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/// <param name="sessionId">The session id to release.</param>
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private void ReleaseSessionId(int sessionId)
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{
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lock (_sessionLock)
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{
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Debug.Assert(_activeSessionCount > 0);
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int newIndex = --_activeSessionCount;
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_sessionIds[newIndex] = sessionId;
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}
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Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered renderer ({sessionId})");
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}
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/// <summary>
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/// Check if there is any audio renderer active.
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/// </summary>
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/// <returns>Returns true if there is any audio renderer active.</returns>
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private bool HasAnyActiveRendererLocked()
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{
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foreach (AudioRenderSystem renderer in _sessions)
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{
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if (renderer != null)
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{
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return true;
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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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/// Start the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StartLocked()
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{
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_isRunning = true;
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// TODO: virtual device mapping (IAudioDevice)
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Processor.Start(_deviceDriver);
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_workerThread = new Thread(SendCommands)
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{
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Name = "AudioRendererManager.Worker"
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};
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_workerThread.Start();
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}
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/// <summary>
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/// Stop the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StopLocked()
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{
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_isRunning = false;
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_workerThread.Join();
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Processor.Stop();
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Logger.Info?.Print(LogClass.AudioRenderer, "Stopped audio renderer");
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}
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/// <summary>
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/// Worker main function. This is used to dispatch audio renderer commands to the <see cref="AudioProcessor"/>.
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/// </summary>
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private void SendCommands()
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{
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Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio renderer");
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Processor.Wait();
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while (_isRunning)
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{
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lock (_sessionLock)
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{
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foreach(AudioRenderSystem renderer in _sessions)
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{
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renderer?.SendCommands();
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}
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}
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Processor.Signal();
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Processor.Wait();
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}
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}
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/// <summary>
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/// Register a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to register.</param>
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private void Register(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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_sessions[renderer.GetSessionId()] = renderer;
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}
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lock (_audioProcessorLock)
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{
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if (!_isRunning)
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{
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StartLocked();
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}
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}
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}
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/// <summary>
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/// Unregister a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to unregister.</param>
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internal void Unregister(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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int sessionId = renderer.GetSessionId();
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_sessions[renderer.GetSessionId()] = null;
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ReleaseSessionId(sessionId);
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}
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lock (_audioProcessorLock)
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{
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if (_isRunning && !HasAnyActiveRendererLocked())
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{
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StopLocked();
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}
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}
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}
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/// <summary>
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/// Open a new <see cref="AudioRenderSystem"/>
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/// </summary>
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/// <param name="renderer">The new <see cref="AudioRenderSystem"/></param>
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/// <param name="memoryManager">The memory manager that will be used for all guest memory operations.</param>
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/// <param name="parameter">The user configuration</param>
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/// <param name="appletResourceUserId">The applet resource user id of the application.</param>
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/// <param name="workBufferAddress">The guest work buffer address.</param>
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/// <param name="workBufferSize">The guest work buffer size.</param>
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/// <param name="processHandle">The process handle of the application.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, IVirtualMemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
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{
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int sessionId = AcquireSessionId();
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AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
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ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
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if (result == ResultCode.Success)
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{
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renderer = audioRenderer;
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Register(renderer);
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}
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else
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{
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ReleaseSessionId(sessionId);
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renderer = null;
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}
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return result;
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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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lock (_audioProcessorLock)
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{
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if (_isRunning)
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{
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StopLocked();
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}
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}
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Processor.Dispose();
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}
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}
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}
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}
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