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 Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Base class used for server information of a sink.
/// </summary>
public class BaseSink
{
/// <summary>
/// The type of this <see cref="BaseSink"/>.
/// </summary>
public SinkType Type;
/// <summary>
/// Set to true if the sink is used.
/// </summary>
public bool IsUsed;
/// <summary>
/// Set to true if the sink need to be skipped because of invalid state.
/// </summary>
public bool ShouldSkip;
/// <summary>
/// The node id of the sink.
/// </summary>
public int NodeId;
/// <summary>
/// Create a new <see cref="BaseSink"/>.
/// </summary>
public BaseSink()
{
CleanUp();
}
/// <summary>
/// Clean up the internal state of the <see cref="BaseSink"/>.
/// </summary>
public virtual void CleanUp()
{
Type = TargetSinkType;
IsUsed = false;
ShouldSkip = false;
}
/// <summary>
/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
/// </summary>
public virtual SinkType TargetSinkType => SinkType.Invalid;
/// <summary>
/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
public bool IsTypeValid(ref SinkInParameter parameter)
{
return parameter.Type == TargetSinkType;
}
/// <summary>
/// Update the <see cref="BaseSink"/> state during command generation.
/// </summary>
public virtual void UpdateForCommandGeneration()
{
Debug.Assert(Type == TargetSinkType);
}
/// <summary>
/// Update the internal common parameters from user parameter.
/// </summary>
/// <param name="parameter">The user parameter.</param>
protected void UpdateStandardParameter(ref SinkInParameter parameter)
{
if (IsUsed != parameter.IsUsed)
{
IsUsed = parameter.IsUsed;
NodeId = parameter.NodeId;
}
}
/// <summary>
/// Update the internal state from user parameter.
/// </summary>
/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="outStatus">The user output status.</param>
/// <param name="mapper">The mapper to use.</param>
public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
errorInfo = new ErrorInfo();
}
}
}

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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.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Server information for a circular buffer sink.
/// </summary>
public class CircularBufferSink : BaseSink
{
/// <summary>
/// The circular buffer parameter.
/// </summary>
public CircularBufferParameter Parameter;
/// <summary>
/// The last written data offset on the circular buffer.
/// </summary>
private uint _lastWrittenOffset;
/// <summary>
/// THe previous written offset of the circular buffer.
/// </summary>
private uint _oldWrittenOffset;
/// <summary>
/// The current offset to write data on the circular buffer.
/// </summary>
public uint CurrentWriteOffset { get; private set; }
/// <summary>
/// The <see cref="AddressInfo"/> of the circular buffer.
/// </summary>
public AddressInfo CircularBufferAddressInfo;
public CircularBufferSink()
{
CircularBufferAddressInfo = AddressInfo.Create();
}
public override SinkType TargetSinkType => SinkType.CircularBuffer;
public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
errorInfo = new BehaviourParameter.ErrorInfo();
outStatus = new SinkOutStatus();
Debug.Assert(IsTypeValid(ref parameter));
ref CircularBufferParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, CircularBufferParameter>(parameter.SpecificData)[0];
if (parameter.IsUsed != IsUsed || ShouldSkip)
{
UpdateStandardParameter(ref parameter);
if (parameter.IsUsed)
{
Debug.Assert(CircularBufferAddressInfo.CpuAddress == 0);
Debug.Assert(CircularBufferAddressInfo.GetReference(false) == 0);
ShouldSkip = !mapper.TryAttachBuffer(out errorInfo, ref CircularBufferAddressInfo, inputDeviceParameter.BufferAddress, inputDeviceParameter.BufferSize);
}
else
{
Debug.Assert(CircularBufferAddressInfo.CpuAddress != 0);
Debug.Assert(CircularBufferAddressInfo.GetReference(false) != 0);
}
Parameter = inputDeviceParameter;
}
outStatus.LastWrittenOffset = _lastWrittenOffset;
}
public override void UpdateForCommandGeneration()
{
Debug.Assert(Type == TargetSinkType);
if (IsUsed)
{
uint frameSize = Constants.TargetSampleSize * Parameter.SampleCount * Parameter.InputCount;
_lastWrittenOffset = _oldWrittenOffset;
_oldWrittenOffset = CurrentWriteOffset;
CurrentWriteOffset += frameSize;
if (Parameter.BufferSize > 0)
{
CurrentWriteOffset %= Parameter.BufferSize;
}
}
}
public override void CleanUp()
{
CircularBufferAddressInfo = AddressInfo.Create();
_lastWrittenOffset = 0;
_oldWrittenOffset = 0;
CurrentWriteOffset = 0;
base.CleanUp();
}
}
}

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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.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Server information for a device sink.
/// </summary>
public class DeviceSink : BaseSink
{
/// <summary>
/// The downmix coefficients.
/// </summary>
public float[] DownMixCoefficients;
/// <summary>
/// The device parameters.
/// </summary>
public DeviceParameter Parameter;
/// <summary>
/// The upsampler instance used by this sink.
/// </summary>
/// <remarks>Null if no upsampling is needed.</remarks>
public UpsamplerState UpsamplerState;
/// <summary>
/// Create a new <see cref="DeviceSink"/>.
/// </summary>
public DeviceSink()
{
DownMixCoefficients = new float[4];
}
public override void CleanUp()
{
UpsamplerState?.Release();
UpsamplerState = null;
base.CleanUp();
}
public override SinkType TargetSinkType => SinkType.Device;
public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref DeviceParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, DeviceParameter>(parameter.SpecificData)[0];
if (parameter.IsUsed != IsUsed)
{
UpdateStandardParameter(ref parameter);
Parameter = inputDeviceParameter;
}
else
{
Parameter.DownMixParameterEnabled = inputDeviceParameter.DownMixParameterEnabled;
inputDeviceParameter.DownMixParameter.ToSpan().CopyTo(Parameter.DownMixParameter.ToSpan());
}
Parameter.DownMixParameter.ToSpan().CopyTo(DownMixCoefficients.AsSpan());
errorInfo = new BehaviourParameter.ErrorInfo();
outStatus = new SinkOutStatus();
}
}
}

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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.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Sink context.
/// </summary>
public class SinkContext
{
/// <summary>
/// Storage for <see cref="BaseSink"/>.
/// </summary>
private BaseSink[] _sinks;
/// <summary>
/// The total sink count.
/// </summary>
private uint _sinkCount;
/// <summary>
/// Initialize the <see cref="SinkContext"/>.
/// </summary>
/// <param name="sinksCount">The total sink count.</param>
public void Initialize(uint sinksCount)
{
_sinkCount = sinksCount;
_sinks = new BaseSink[_sinkCount];
for (int i = 0; i < _sinkCount; i++)
{
_sinks[i] = new BaseSink();
}
}
/// <summary>
/// Get the total sink count.
/// </summary>
/// <returns>The total sink count.</returns>
public uint GetCount()
{
return _sinkCount;
}
/// <summary>
/// Get a reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.</returns>
public ref BaseSink GetSink(int id)
{
Debug.Assert(id >= 0 && id < _sinkCount);
return ref _sinks[id];
}
}
}