audio: Implement a SDL2 backend (#2258)

* audio: Implement a SDL2 backend

This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.

I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.

The configuration version was also incremented.

* Address gdkchan's comments

* Fix update logic

* Add an heuristic to pick the correct target sample count wanted by the game

* Address gdkchan's comments

* Address Ac_k's comments

* Fix audren output

* Address gdkchan's comments
This commit is contained in:
Mary 2021-05-05 23:37:09 +02:00 committed by GitHub
parent 106512229e
commit eb056218a1
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 511 additions and 14 deletions

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net5.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Ryujinx.Audio\Ryujinx.Audio.csproj" />
<ProjectReference Include="..\Ryujinx.SDL2.Common\Ryujinx.SDL2.Common.csproj" />
</ItemGroup>
</Project>

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namespace Ryujinx.Audio.Backends.SDL2
{
class SDL2AudioBuffer
{
public readonly ulong DriverIdentifier;
public readonly ulong SampleCount;
public ulong SamplePlayed;
public SDL2AudioBuffer(ulong driverIdentifier, ulong sampleCount)
{
DriverIdentifier = driverIdentifier;
SampleCount = sampleCount;
SamplePlayed = 0;
}
}
}

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using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using Ryujinx.SDL2.Common;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
using static SDL2.SDL;
namespace Ryujinx.Audio.Backends.SDL2
{
public class SDL2HardwareDeviceDriver : IHardwareDeviceDriver
{
private object _lock = new object();
private ManualResetEvent _updateRequiredEvent;
private List<SDL2HardwareDeviceSession> _sessions;
public SDL2HardwareDeviceDriver()
{
_updateRequiredEvent = new ManualResetEvent(false);
_sessions = new List<SDL2HardwareDeviceSession>();
SDL2Driver.Instance.Initialize();
}
public static bool IsSupported => IsSupportedInternal();
private static bool IsSupportedInternal()
{
uint device = OpenStream(SampleFormat.PcmInt16, Constants.TargetSampleRate, Constants.ChannelCountMax, Constants.TargetSampleCount, null);
if (device != 0)
{
SDL_CloseAudioDevice(device);
}
return device != 0;
}
public ManualResetEvent GetUpdateRequiredEvent()
{
return _updateRequiredEvent;
}
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (direction != Direction.Output)
{
throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!");
}
lock (_lock)
{
SDL2HardwareDeviceSession session = new SDL2HardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
_sessions.Add(session);
return session;
}
}
internal void Unregister(SDL2HardwareDeviceSession session)
{
lock (_lock)
{
_sessions.Remove(session);
}
}
private static SDL_AudioSpec GetSDL2Spec(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, uint sampleCount)
{
return new SDL_AudioSpec
{
channels = (byte)requestedChannelCount,
format = GetSDL2Format(requestedSampleFormat),
freq = (int)requestedSampleRate,
samples = (ushort)sampleCount
};
}
internal static ushort GetSDL2Format(SampleFormat format)
{
return format switch
{
SampleFormat.PcmInt8 => AUDIO_S8,
SampleFormat.PcmInt16 => AUDIO_S16,
SampleFormat.PcmInt32 => AUDIO_S32,
SampleFormat.PcmFloat => AUDIO_F32,
_ => throw new ArgumentException($"Unsupported sample format {format}"),
};
}
// TODO: Fix this in SDL2-CS.
[DllImport("SDL2", EntryPoint = "SDL_OpenAudioDevice", CallingConvention = CallingConvention.Cdecl)]
private static extern uint SDL_OpenAudioDevice_Workaround(
IntPtr name,
int iscapture,
ref SDL_AudioSpec desired,
out SDL_AudioSpec obtained,
uint allowed_changes
);
internal static uint OpenStream(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, uint sampleCount, SDL_AudioCallback callback)
{
SDL_AudioSpec desired = GetSDL2Spec(requestedSampleFormat, requestedSampleRate, requestedChannelCount, sampleCount);
desired.callback = callback;
uint device = SDL_OpenAudioDevice_Workaround(IntPtr.Zero, 0, ref desired, out SDL_AudioSpec got, 0);
if (device == 0)
{
return 0;
}
bool isValid = got.format == desired.format && got.freq == desired.freq && got.channels == desired.channels;
if (!isValid)
{
SDL_CloseAudioDevice(device);
return 0;
}
return device;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
while (_sessions.Count > 0)
{
SDL2HardwareDeviceSession session = _sessions[_sessions.Count - 1];
session.Dispose();
}
SDL2Driver.Instance.Dispose();
}
}
public bool SupportsSampleRate(uint sampleRate)
{
return true;
}
public bool SupportsSampleFormat(SampleFormat sampleFormat)
{
return sampleFormat != SampleFormat.PcmInt24;
}
public bool SupportsChannelCount(uint channelCount)
{
return true;
}
public bool SupportsDirection(Direction direction)
{
// TODO: add direction input when supported.
return direction == Direction.Output;
}
}
}

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using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Collections.Concurrent;
using System.Runtime.InteropServices;
using System.Threading;
using static SDL2.SDL;
namespace Ryujinx.Audio.Backends.SDL2
{
class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
{
private SDL2HardwareDeviceDriver _driver;
private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
private DynamicRingBuffer _ringBuffer;
private ulong _playedSampleCount;
private ManualResetEvent _updateRequiredEvent;
private uint _outputStream;
private SDL_AudioCallback _callbackDelegate;
private int _bytesPerFrame;
private uint _sampleCount;
private bool _started;
private float _volume;
private ushort _nativeSampleFormat;
public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
{
_driver = driver;
_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
_queuedBuffers = new ConcurrentQueue<SDL2AudioBuffer>();
_ringBuffer = new DynamicRingBuffer();
_callbackDelegate = Update;
_bytesPerFrame = BackendHelper.GetSampleSize(RequestedSampleFormat) * (int)RequestedChannelCount;
_nativeSampleFormat = SDL2HardwareDeviceDriver.GetSDL2Format(RequestedSampleFormat);
_sampleCount = uint.MaxValue;
_started = false;
_volume = 1.0f;
}
private void EnsureAudioStreamSetup(AudioBuffer buffer)
{
bool needAudioSetup = _outputStream == 0 || ((uint)GetSampleCount(buffer) % _sampleCount) != 0;
if (needAudioSetup)
{
_sampleCount = Math.Max(Constants.TargetSampleCount, (uint)GetSampleCount(buffer));
uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
if (newOutputStream == 0)
{
// No stream in place, this is unexpected.
throw new InvalidOperationException($"OpenStream failed with error: \"{SDL_GetError()}\"");
}
else
{
if (_outputStream != 0)
{
SDL_CloseAudioDevice(_outputStream);
}
_outputStream = newOutputStream;
SDL_PauseAudioDevice(_outputStream, _started ? 0 : 1);
Logger.Info?.Print(LogClass.Audio, $"New audio stream setup with a target sample count of {_sampleCount}");
}
}
}
// TODO: Add this variant with pointer to SDL2-CS.
[DllImport("SDL2", EntryPoint = "SDL_MixAudioFormat", CallingConvention = CallingConvention.Cdecl)]
private static extern unsafe uint SDL_MixAudioFormat(IntPtr dst, IntPtr src, ushort format, uint len, int volume);
private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
{
Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
int maxFrameCount = (int)GetSampleCount(streamLength);
int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
int frameCount = Math.Min(bufferedFrames, maxFrameCount);
if (frameCount == 0)
{
// SDL2 left the responsability to the user to clear the buffer.
streamSpan.Fill(0);
return;
}
byte[] samples = new byte[frameCount * _bytesPerFrame];
_ringBuffer.Read(samples, 0, samples.Length);
samples.AsSpan().CopyTo(streamSpan);
streamSpan.Slice(samples.Length).Fill(0);
// Apply volume to written data
SDL_MixAudioFormat(stream, stream, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
ulong sampleCount = GetSampleCount(samples.Length);
ulong availaibleSampleCount = sampleCount;
bool needUpdate = false;
while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
{
ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
ulong currentSamplePlayed = Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
availaibleSampleCount -= playedAudioBufferSampleCount;
if (currentSamplePlayed == driverBuffer.SampleCount)
{
_queuedBuffers.TryDequeue(out _);
needUpdate = true;
}
Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
}
// Notify the output if needed.
if (needUpdate)
{
_updateRequiredEvent.Set();
}
}
public override ulong GetPlayedSampleCount()
{
return Interlocked.Read(ref _playedSampleCount);
}
public override float GetVolume()
{
return _volume;
}
public override void PrepareToClose() { }
public override void QueueBuffer(AudioBuffer buffer)
{
EnsureAudioStreamSetup(buffer);
SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
_queuedBuffers.Enqueue(driverBuffer);
}
public override void SetVolume(float volume)
{
_volume = volume;
}
public override void Start()
{
if (!_started)
{
if (_outputStream != 0)
{
SDL_PauseAudioDevice(_outputStream, 0);
}
_started = true;
}
}
public override void Stop()
{
if (_started)
{
if (_outputStream != 0)
{
SDL_PauseAudioDevice(_outputStream, 1);
}
_started = false;
}
}
public override void UnregisterBuffer(AudioBuffer buffer) { }
public override bool WasBufferFullyConsumed(AudioBuffer buffer)
{
if (!_queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
{
return true;
}
return driverBuffer.DriverIdentifier != buffer.DataPointer;
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
PrepareToClose();
Stop();
if (_outputStream != 0)
{
SDL_CloseAudioDevice(_outputStream);
}
_driver.Unregister(this);
}
}
public override void Dispose()
{
Dispose(true);
}
}
}