Implement a "Pause Emulation" option & hotkey (#2428)
* Add a "Pause Emulation" option and hotkey Closes Ryujinx#1604 * Refactoring how pause is handled * Applied suggested changes from review * Applied suggested fixes * Pass correct suspend type to threads for suspend/resume * Fix NRE after stoping emulation * Removing SimulateWakeUpMessage call after resuming emulation * Skip suspending non game process * Pause the tickCounter in the ExecutionContext * Refactoring tickCounter pause/resume as suggested * Fix Config migration to add pause hotkey * Fixed pausing only application threads * Fix exiting emulator while paused * Avoid pause/resume while already paused/resumed * Cleanup unused code * Avoid restarting audio if stopping emulation while in pause. * Added suggested changes * Fix ConfigurationState
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21 changed files with 311 additions and 54 deletions
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@ -45,6 +45,8 @@ namespace Ryujinx.Audio
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/// </summary>
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private Thread _workerThread;
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private bool _isRunning;
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/// <summary>
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/// Create a new <see cref="AudioManager"/>.
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/// </summary>
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@ -52,6 +54,7 @@ namespace Ryujinx.Audio
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{
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_updateRequiredEvents = new ManualResetEvent[2];
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_actions = new Action[2];
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_isRunning = false;
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// Termination event.
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_updateRequiredEvents[1] = new ManualResetEvent(false);
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@ -72,6 +75,7 @@ namespace Ryujinx.Audio
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throw new InvalidOperationException();
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}
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_isRunning = true;
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_workerThread.Start();
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}
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@ -96,7 +100,7 @@ namespace Ryujinx.Audio
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/// </summary>
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private void Update()
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{
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while (true)
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while (_isRunning)
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{
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int index = WaitHandle.WaitAny(_updateRequiredEvents);
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@ -118,6 +122,14 @@ namespace Ryujinx.Audio
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}
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}
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/// <summary>
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/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
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/// </summary>
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public void StopUpdates()
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{
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_isRunning = false;
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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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@ -47,6 +47,11 @@ namespace Ryujinx.Audio.Backends.CompatLayer
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return _realDriver.GetUpdateRequiredEvent();
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}
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public ManualResetEvent GetPauseEvent()
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{
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return _realDriver.GetPauseEvent();
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}
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private uint SelectHardwareChannelCount(uint targetChannelCount)
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{
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if (_realDriver.SupportsChannelCount(targetChannelCount))
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@ -27,10 +27,12 @@ namespace Ryujinx.Audio.Backends.Dummy
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public class DummyHardwareDeviceDriver : IHardwareDeviceDriver
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{
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private ManualResetEvent _updateRequiredEvent;
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private ManualResetEvent _pauseEvent;
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public DummyHardwareDeviceDriver()
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{
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_updateRequiredEvent = new ManualResetEvent(false);
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_pauseEvent = new ManualResetEvent(true);
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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@ -60,6 +62,11 @@ namespace Ryujinx.Audio.Backends.Dummy
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return _updateRequiredEvent;
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}
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public ManualResetEvent GetPauseEvent()
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{
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return _pauseEvent;
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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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@ -70,6 +77,7 @@ namespace Ryujinx.Audio.Backends.Dummy
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if (disposing)
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{
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// NOTE: The _updateRequiredEvent will be disposed somewhere else.
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_pauseEvent.Dispose();
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}
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}
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@ -36,6 +36,7 @@ namespace Ryujinx.Audio.Integration
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IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount);
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ManualResetEvent GetUpdateRequiredEvent();
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ManualResetEvent GetPauseEvent();
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bool SupportsDirection(Direction direction);
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bool SupportsSampleRate(uint sampleRate);
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@ -55,6 +55,8 @@ namespace Ryujinx.Audio.Renderer.Dsp
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private long _playbackEnds;
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private ManualResetEvent _event;
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private ManualResetEvent _pauseEvent;
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public AudioProcessor()
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{
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_event = new ManualResetEvent(false);
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@ -94,6 +96,7 @@ namespace Ryujinx.Audio.Renderer.Dsp
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_sessionCommandList = new RendererSession[Constants.AudioRendererSessionCountMax];
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_event.Reset();
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_lastTime = PerformanceCounter.ElapsedNanoseconds;
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_pauseEvent = deviceDriver.GetPauseEvent();
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StartThread();
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@ -202,6 +205,8 @@ namespace Ryujinx.Audio.Renderer.Dsp
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while (true)
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{
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_pauseEvent?.WaitOne();
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MailboxMessage message = _mailbox.ReceiveMessage();
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if (message == MailboxMessage.Stop)
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@ -214,6 +214,14 @@ namespace Ryujinx.Audio.Renderer.Server
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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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/// Stop sending commands to the <see cref="AudioProcessor"/> without stopping the worker thread.
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/// </summary>
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public void StopSendingCommands()
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{
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_isRunning = false;
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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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