Haydn: Part 1 (#2007)

* 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
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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249 changed files with 5614 additions and 2712 deletions

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct AuxiliaryBufferAddresses
{
public ulong SendBufferInfo;
public ulong SendBufferInfoBase;
public ulong ReturnBufferInfo;
public ulong ReturnBufferInfoBase;
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represents the input parameter for <see cref="Server.BehaviourContext"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct BehaviourParameter
{
/// <summary>
/// The current audio renderer revision in use.
/// </summary>
public int UserRevision;
/// <summary>
/// Reserved/padding.
/// </summary>
private uint _padding;
/// <summary>
/// The flags given controlling behaviour of the audio renderer
/// </summary>
/// <remarks>See <see cref="Server.BehaviourContext.UpdateFlags(ulong)"/> and <see cref="Server.BehaviourContext.IsMemoryPoolForceMappingEnabled"/>.</remarks>
public ulong Flags;
/// <summary>
/// Represents an error during <see cref="Server.AudioRenderSystem.Update(System.Memory{byte}, System.Memory{byte}, System.ReadOnlyMemory{byte})"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct ErrorInfo
{
/// <summary>
/// The error code to report.
/// </summary>
public ResultCode ErrorCode;
/// <summary>
/// Reserved/padding.
/// </summary>
private uint _padding;
/// <summary>
/// Extra information given with the <see cref="ResultCode"/>
/// </summary>
/// <remarks>This is usually used to report a faulting cpu address when a <see cref="Server.MemoryPool.MemoryPoolState"/> mapping fail.</remarks>
public ulong ExtraErrorInfo;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represents a adjacent matrix.
/// </summary>
/// <remarks>This is used for splitter routing.</remarks>
public class EdgeMatrix
{
/// <summary>
/// Backing <see cref="BitArray"/> used for node connections.
/// </summary>
private BitArray _storage;
/// <summary>
/// The count of nodes of the current instance.
/// </summary>
private int _nodeCount;
/// <summary>
/// Get the required work buffer size memory needed for the <see cref="EdgeMatrix"/>.
/// </summary>
/// <param name="nodeCount">The count of nodes.</param>
/// <returns>The size required for the given <paramref name="nodeCount"/>.</returns>
public static int GetWorkBufferSize(int nodeCount)
{
int size = BitUtils.AlignUp(nodeCount * nodeCount, Constants.BufferAlignment);
return size / Unsafe.SizeOf<byte>();
}
/// <summary>
/// Initializes the <see cref="EdgeMatrix"/> instance with backing memory.
/// </summary>
/// <param name="edgeMatrixWorkBuffer">The backing memory.</param>
/// <param name="nodeCount">The count of nodes.</param>
public void Initialize(Memory<byte> edgeMatrixWorkBuffer, int nodeCount)
{
Debug.Assert(edgeMatrixWorkBuffer.Length >= GetWorkBufferSize(nodeCount));
_storage = new BitArray(edgeMatrixWorkBuffer);
_nodeCount = nodeCount;
_storage.Reset();
}
/// <summary>
/// Test if the bit at the given index is set.
/// </summary>
/// <param name="index">A bit index.</param>
/// <returns>Returns true if the bit at the given index is set</returns>
public bool Test(int index)
{
return _storage.Test(index);
}
/// <summary>
/// Reset all bits in the storage.
/// </summary>
public void Reset()
{
_storage.Reset();
}
/// <summary>
/// Reset the bit at the given index.
/// </summary>
/// <param name="index">A bit index.</param>
public void Reset(int index)
{
_storage.Reset(index);
}
/// <summary>
/// Set the bit at the given index.
/// </summary>
/// <param name="index">A bit index.</param>
public void Set(int index)
{
_storage.Set(index);
}
/// <summary>
/// Connect a given source to a given destination.
/// </summary>
/// <param name="source">The source index.</param>
/// <param name="destination">The destination index.</param>
public void Connect(int source, int destination)
{
Debug.Assert(source < _nodeCount);
Debug.Assert(destination < _nodeCount);
_storage.Set(_nodeCount * source + destination);
}
/// <summary>
/// Check if the given source is connected to the given destination.
/// </summary>
/// <param name="source">The source index.</param>
/// <param name="destination">The destination index.</param>
/// <returns>Returns true if the given source is connected to the given destination.</returns>
public bool Connected(int source, int destination)
{
Debug.Assert(source < _nodeCount);
Debug.Assert(destination < _nodeCount);
return _storage.Test(_nodeCount * source + destination);
}
/// <summary>
/// Disconnect a given source from a given destination.
/// </summary>
/// <param name="source">The source index.</param>
/// <param name="destination">The destination index.</param>
public void Disconnect(int source, int destination)
{
Debug.Assert(source < _nodeCount);
Debug.Assert(destination < _nodeCount);
_storage.Reset(_nodeCount * source + destination);
}
/// <summary>
/// Remove all edges from a given source.
/// </summary>
/// <param name="source">The source index.</param>
public void RemoveEdges(int source)
{
for (int i = 0; i < _nodeCount; i++)
{
Disconnect(source, i);
}
}
/// <summary>
/// Get the total node count.
/// </summary>
/// <returns>The total node count.</returns>
public int GetNodeCount()
{
return _nodeCount;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// The type of an effect.
/// </summary>
public enum EffectType : byte
{
/// <summary>
/// Invalid effect.
/// </summary>
Invalid,
/// <summary>
/// Effect applying additional mixing capability.
/// </summary>
BufferMix,
/// <summary>
/// Effect applying custom user effect (via auxiliary buffers).
/// </summary>
AuxiliaryBuffer,
/// <summary>
/// Effect applying a delay.
/// </summary>
Delay,
/// <summary>
/// Effect applying a reverberation effect via a given preset.
/// </summary>
Reverb,
/// <summary>
/// Effect applying a 3D reverberation effect via a given preset.
/// </summary>
Reverb3d,
/// <summary>
/// Effect applying a biquad filter.
/// </summary>
BiquadFilter
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represents the state of a memory pool.
/// </summary>
public enum MemoryPoolUserState : uint
{
/// <summary>
/// Invalid state.
/// </summary>
Invalid = 0,
/// <summary>
/// The memory pool is new. (client side only)
/// </summary>
New = 1,
/// <summary>
/// The user asked to detach the memory pool from the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
RequestDetach = 2,
/// <summary>
/// The memory pool is detached from the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
Detached = 3,
/// <summary>
/// The user asked to attach the memory pool to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
RequestAttach = 4,
/// <summary>
/// The memory pool is attached to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
Attached = 5,
/// <summary>
/// The memory pool is released. (client side only)
/// </summary>
Released = 6
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Helper for manipulating node ids.
/// </summary>
public static class NodeIdHelper
{
/// <summary>
/// Get the type of a node from a given node id.
/// </summary>
/// <param name="nodeId">Id of the node.</param>
/// <returns>The type of the node.</returns>
public static NodeIdType GetType(int nodeId)
{
return (NodeIdType)(nodeId >> 28);
}
/// <summary>
/// Get the base of a node from a given node id.
/// </summary>
/// <param name="nodeId">Id of the node.</param>
/// <returns>The base of the node.</returns>
public static int GetBase(int nodeId)
{
return (nodeId >> 16) & 0xFFF;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// The type of a node.
/// </summary>
public enum NodeIdType : byte
{
/// <summary>
/// Invalid node id.
/// </summary>
Invalid = 0,
/// <summary>
/// Voice related node id. (data source, biquad filter, ...)
/// </summary>
Voice = 1,
/// <summary>
/// Mix related node id. (mix, effects, splitters, ...)
/// </summary>
Mix = 2,
/// <summary>
/// Sink related node id. (device &amp; circular buffer sink)
/// </summary>
Sink = 3,
/// <summary>
/// Performance monitoring related node id (performance commands)
/// </summary>
Performance = 15
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Common
{
public class NodeStates
{
private class Stack
{
private Memory<int> _storage;
private int _index;
private int _nodeCount;
public void Reset(Memory<int> storage, int nodeCount)
{
Debug.Assert(storage.Length * sizeof(int) >= CalcBufferSize(nodeCount));
_storage = storage;
_index = 0;
_nodeCount = nodeCount;
}
public int GetCurrentCount()
{
return _index;
}
public void Push(int data)
{
Debug.Assert(_index + 1 <= _nodeCount);
_storage.Span[_index++] = data;
}
public int Pop()
{
Debug.Assert(_index > 0);
return _storage.Span[--_index];
}
public int Top()
{
return _storage.Span[_index - 1];
}
public static int CalcBufferSize(int nodeCount)
{
return nodeCount * sizeof(int);
}
}
private int _nodeCount;
private EdgeMatrix _discovered;
private EdgeMatrix _finished;
private Memory<int> _resultArray;
private Stack _stack;
private int _tsortResultIndex;
private enum NodeState : byte
{
Unknown,
Discovered,
Finished
}
public NodeStates()
{
_stack = new Stack();
_discovered = new EdgeMatrix();
_finished = new EdgeMatrix();
}
public static int GetWorkBufferSize(int nodeCount)
{
return Stack.CalcBufferSize(nodeCount * nodeCount) + 0xC * nodeCount + 2 * EdgeMatrix.GetWorkBufferSize(nodeCount);
}
public void Initialize(Memory<byte> nodeStatesWorkBuffer, int nodeCount)
{
int workBufferSize = GetWorkBufferSize(nodeCount);
Debug.Assert(nodeStatesWorkBuffer.Length >= workBufferSize);
_nodeCount = nodeCount;
int edgeMatrixWorkBufferSize = EdgeMatrix.GetWorkBufferSize(nodeCount);
_discovered.Initialize(nodeStatesWorkBuffer.Slice(0, edgeMatrixWorkBufferSize), nodeCount);
_finished.Initialize(nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize, edgeMatrixWorkBufferSize), nodeCount);
nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize * 2);
_resultArray = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, sizeof(int) * nodeCount));
nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(sizeof(int) * nodeCount);
Memory<int> stackWorkBuffer = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, Stack.CalcBufferSize(nodeCount * nodeCount)));
_stack.Reset(stackWorkBuffer, nodeCount * nodeCount);
}
private void Reset()
{
_discovered.Reset();
_finished.Reset();
_tsortResultIndex = 0;
_resultArray.Span.Fill(-1);
}
private NodeState GetState(int index)
{
Debug.Assert(index < _nodeCount);
if (_discovered.Test(index))
{
Debug.Assert(!_finished.Test(index));
return NodeState.Discovered;
}
else if (_finished.Test(index))
{
Debug.Assert(!_discovered.Test(index));
return NodeState.Finished;
}
return NodeState.Unknown;
}
private void SetState(int index, NodeState state)
{
switch (state)
{
case NodeState.Unknown:
_discovered.Reset(index);
_finished.Reset(index);
break;
case NodeState.Discovered:
_discovered.Set(index);
_finished.Reset(index);
break;
case NodeState.Finished:
_finished.Set(index);
_discovered.Reset(index);
break;
}
}
private void PushTsortResult(int index)
{
Debug.Assert(index < _nodeCount);
_resultArray.Span[_tsortResultIndex++] = index;
}
public ReadOnlySpan<int> GetTsortResult()
{
return _resultArray.Span.Slice(0, _tsortResultIndex);
}
public bool Sort(EdgeMatrix edgeMatrix)
{
Reset();
if (_nodeCount <= 0)
{
return true;
}
for (int i = 0; i < _nodeCount; i++)
{
if (GetState(i) == NodeState.Unknown)
{
_stack.Push(i);
}
while (_stack.GetCurrentCount() > 0)
{
int topIndex = _stack.Top();
NodeState topState = GetState(topIndex);
if (topState == NodeState.Discovered)
{
SetState(topIndex, NodeState.Finished);
PushTsortResult(topIndex);
_stack.Pop();
}
else if (topState == NodeState.Finished)
{
_stack.Pop();
}
else
{
if (topState == NodeState.Unknown)
{
SetState(topIndex, NodeState.Discovered);
}
for (int j = 0; j < edgeMatrix.GetNodeCount(); j++)
{
if (edgeMatrix.Connected(topIndex, j))
{
NodeState jState = GetState(j);
if (jState == NodeState.Unknown)
{
_stack.Push(j);
}
// Found a loop, reset and propagate rejection.
else if (jState == NodeState.Discovered)
{
Reset();
return false;
}
}
}
}
}
}
return true;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
public enum PerformanceDetailType : byte
{
Unknown,
PcmInt16,
Adpcm,
VolumeRamp,
BiquadFilter,
Mix,
Delay,
Aux,
Reverb,
Reverb3d,
PcmFloat
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
public enum PerformanceEntryType : byte
{
Invalid,
Voice,
SubMix,
FinalMix,
Sink
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Common play state.
/// </summary>
public enum PlayState : byte
{
/// <summary>
/// The user request the voice to be started.
/// </summary>
Start,
/// <summary>
/// The user request the voice to be stopped.
/// </summary>
Stop,
/// <summary>
/// The user request the voice to be paused.
/// </summary>
Pause
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Early reverb reflection.
/// </summary>
public enum ReverbEarlyMode : uint
{
/// <summary>
/// Room early reflection. (small acoustic space, fast reflection)
/// </summary>
Room,
/// <summary>
/// Chamber early reflection. (bigger than <see cref="Room"/>'s acoustic space, short reflection)
/// </summary>
Chamber,
/// <summary>
/// Hall early reflection. (large acoustic space, warm reflection)
/// </summary>
Hall,
/// <summary>
/// Cathedral early reflection. (very large acoustic space, pronounced bright reflection)
/// </summary>
Cathedral,
/// <summary>
/// No early reflection.
/// </summary>
Disabled
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Late reverb reflection.
/// </summary>
public enum ReverbLateMode : uint
{
/// <summary>
/// Room late reflection. (small acoustic space, fast reflection)
/// </summary>
Room,
/// <summary>
/// Hall late reflection. (large acoustic space, warm reflection)
/// </summary>
Hall,
/// <summary>
/// Classic plate late reflection. (clean distinctive reverb)
/// </summary>
Plate,
/// <summary>
/// Cathedral late reflection. (very large acoustic space, pronounced bright reflection)
/// </summary>
Cathedral,
/// <summary>
/// Do not apply any delay. (max delay)
/// </summary>
NoDelay,
/// <summary>
/// Max delay. (used for delay line limits)
/// </summary>
Limit = NoDelay
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// The type of a sink.
/// </summary>
public enum SinkType : byte
{
/// <summary>
/// The sink is in an invalid state.
/// </summary>
Invalid,
/// <summary>
/// The sink is a device.
/// </summary>
Device,
/// <summary>
/// The sink is a circular buffer.
/// </summary>
CircularBuffer
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Update data header used for input and output of <see cref="Server.AudioRenderSystem.Update(System.Memory{byte}, System.Memory{byte}, System.ReadOnlyMemory{byte})"/>.
/// </summary>
public struct UpdateDataHeader
{
public int Revision;
public uint BehaviourSize;
public uint MemoryPoolsSize;
public uint VoicesSize;
public uint VoiceResourcesSize;
public uint EffectsSize;
public uint MixesSize;
public uint SinksSize;
public uint PerformanceBufferSize;
public uint Unknown24;
public uint RenderInfoSize;
private unsafe fixed int _reserved[4];
public uint TotalSize;
public void Initialize(int revision)
{
Revision = revision;
TotalSize = (uint)Unsafe.SizeOf<UpdateDataHeader>();
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represent the update state of a voice.
/// </summary>
/// <remarks>This is shared between the server and audio processor.</remarks>
[StructLayout(LayoutKind.Sequential, Pack = Align)]
public struct VoiceUpdateState
{
public const int Align = 0x10;
public const int BiquadStateOffset = 0x0;
public const int BiquadStateSize = 0x10;
/// <summary>
/// The state of the biquad filters of this voice.
/// </summary>
public Array2<BiquadFilterState> BiquadFilterState;
/// <summary>
/// The total amount of samples that was played.
/// </summary>
/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
public ulong PlayedSampleCount;
/// <summary>
/// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
/// </summary>
public int Offset;
/// <summary>
/// The current index of the <see cref="WaveBuffer"/> in use.
/// </summary>
public uint WaveBufferIndex;
private WaveBufferValidArray _isWaveBufferValid;
/// <summary>
/// The total amount of <see cref="WaveBuffer"/> consumed.
/// </summary>
public uint WaveBufferConsumed;
/// <summary>
/// Pitch used for Sample Rate Conversion.
/// </summary>
public Array8<short> Pitch;
public float Fraction;
/// <summary>
/// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
/// </summary>
public AdpcmLoopContext LoopContext;
/// <summary>
/// The last samples after a mix ramp.
/// </summary>
/// <remarks>This is used for depop (to perform voice drop).</remarks>
public Array24<float> LastSamples;
/// <summary>
/// The current count of loop performed.
/// </summary>
public int LoopCount;
[StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
private struct WaveBufferValidArray { }
/// <summary>
/// Contains information of <see cref="WaveBuffer"/> validity.
/// </summary>
public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
/// <summary>
/// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
/// </summary>
/// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
/// <param name="waveBufferIndex">The wavebuffer index.</param>
/// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
/// <param name="playedSampleCount">The total count of sample played.</param>
public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
{
IsWaveBufferValid[waveBufferIndex++] = false;
LoopCount = 0;
waveBufferConsumed++;
if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
{
waveBufferIndex = 0;
}
if (waveBuffer.IsEndOfStream)
{
playedSampleCount = 0;
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.InteropServices;
using DspAddr = System.UInt64;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// A wavebuffer used for data source commands.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct WaveBuffer
{
/// <summary>
/// The DSP address of the sample data of the wavebuffer.
/// </summary>
public DspAddr Buffer;
/// <summary>
/// The DSP address of the context of the wavebuffer.
/// </summary>
/// <remarks>Only used by <see cref="SampleFormat.Adpcm"/>.</remarks>
public DspAddr Context;
/// <summary>
/// The size of the sample buffer data.
/// </summary>
public uint BufferSize;
/// <summary>
/// The size of the context buffer.
/// </summary>
public uint ContextSize;
/// <summary>
/// First sample to play on the wavebuffer.
/// </summary>
public uint StartSampleOffset;
/// <summary>
/// Last sample to play on the wavebuffer.
/// </summary>
public uint EndSampleOffset;
/// <summary>
/// First sample to play when looping the wavebuffer.
/// </summary>
/// <remarks>
/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero,, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
/// </remarks>
public uint LoopStartSampleOffset;
/// <summary>
/// Last sample to play when looping the wavebuffer.
/// </summary>
/// <remarks>
/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
/// </remarks>
public uint LoopEndSampleOffset;
/// <summary>
/// The max loop count.
/// </summary>
public int LoopCount;
/// <summary>
/// Set to true if the wavebuffer is looping.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool Looping;
/// <summary>
/// Set to true if the wavebuffer is the end of stream.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
/// <summary>
/// Padding/Reserved.
/// </summary>
private ushort _padding;
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Common
{
public class WorkBufferAllocator
{
public Memory<byte> BackingMemory { get; }
public ulong Offset { get; private set; }
public WorkBufferAllocator(Memory<byte> backingMemory)
{
BackingMemory = backingMemory;
}
public Memory<byte> Allocate(ulong size, int align)
{
Debug.Assert(align != 0);
if (size != 0)
{
ulong alignedOffset = BitUtils.AlignUp(Offset, align);
if (alignedOffset + size <= (ulong)BackingMemory.Length)
{
Memory<byte> result = BackingMemory.Slice((int)alignedOffset, (int)size);
Offset = alignedOffset + size;
// Clear the memory to be sure that is does not contain any garbage.
result.Span.Fill(0);
return result;
}
}
return Memory<byte>.Empty;
}
public Memory<T> Allocate<T>(ulong count, int align) where T: unmanaged
{
Memory<byte> allocatedMemory = Allocate((ulong)Unsafe.SizeOf<T>() * count, align);
if (allocatedMemory.IsEmpty)
{
return Memory<T>.Empty;
}
return SpanMemoryManager<T>.Cast(allocatedMemory);
}
public static ulong GetTargetSize<T>(ulong currentSize, ulong count, int align) where T: unmanaged
{
return BitUtils.AlignUp(currentSize, align) + (ulong)Unsafe.SizeOf<T>() * count;
}
}
}