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* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
149 lines
5 KiB
C#
149 lines
5 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Runtime.InteropServices;
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using DspAddress = System.UInt64;
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using CpuAddress = 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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/// Server state for a memory pool.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
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public struct MemoryPoolState
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The location of the <see cref="MemoryPoolState"/>.
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/// </summary>
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public enum LocationType : uint
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{
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/// <summary>
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/// <see cref="MemoryPoolState"/> located on the CPU side for user use.
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/// </summary>
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Cpu,
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/// <summary>
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/// <see cref="MemoryPoolState"/> located on the DSP side for system use.
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/// </summary>
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Dsp
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}
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/// <summary>
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/// The CPU address associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public CpuAddress CpuAddress;
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/// <summary>
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/// The DSP address associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public DspAddress DspAddress;
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/// <summary>
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/// The size associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public ulong Size;
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/// <summary>
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/// The <see cref="LocationType"/> associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public LocationType Location;
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/// <summary>
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/// Set to true if the <see cref="MemoryPoolState"/> is used.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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public static unsafe MemoryPoolState* Null => (MemoryPoolState*)IntPtr.Zero.ToPointer();
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/// <summary>
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/// Create a new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.
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/// </summary>
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/// <param name="location">The location type to use.</param>
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/// <returns>A new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.</returns>
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public static MemoryPoolState Create(LocationType location)
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{
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return new MemoryPoolState
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{
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CpuAddress = 0,
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DspAddress = 0,
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Size = 0,
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Location = location
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};
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}
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/// <summary>
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/// Set the <see cref="CpuAddress"/> and size of the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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public void SetCpuAddress(CpuAddress cpuAddress, ulong size)
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{
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CpuAddress = cpuAddress;
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Size = size;
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}
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/// <summary>
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/// Check if the given <see cref="CpuAddress"/> and size is contains in the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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/// <returns>True if the <see cref="CpuAddress"/> is contained inside the <see cref="MemoryPoolState"/>.</returns>
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public bool Contains(CpuAddress targetCpuAddress, ulong size)
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{
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if (CpuAddress <= targetCpuAddress && size + targetCpuAddress <= Size + CpuAddress)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Translate the given CPU address to a DSP address.
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/// </summary>
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/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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/// <returns>the target DSP address.</returns>
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public DspAddress Translate(CpuAddress targetCpuAddress, ulong size)
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{
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if (Contains(targetCpuAddress, size) && IsMapped())
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{
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ulong offset = targetCpuAddress - CpuAddress;
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return DspAddress + offset;
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}
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return 0;
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}
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/// <summary>
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/// Is the <see cref="MemoryPoolState"/> mapped on the DSP?
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/// </summary>
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/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped on the DSP.</returns>
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public bool IsMapped()
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{
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return DspAddress != 0;
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}
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}
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}
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