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
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commit f556c80d02
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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.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Splitter context.
/// </summary>
public class SplitterContext
{
/// <summary>
/// Storage for <see cref="SplitterState"/>.
/// </summary>
private Memory<SplitterState> _splitters;
/// <summary>
/// Storage for <see cref="SplitterDestination"/>.
/// </summary>
private Memory<SplitterDestination> _splitterDestinations;
/// <summary>
/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
/// </summary>
public bool IsBugFixed { get; private set; }
/// <summary>
/// Initialize <see cref="SplitterContext"/>.
/// </summary>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
/// <returns>Return true if the initialization was successful.</returns>
public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator)
{
if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0)
{
Setup(Memory<SplitterState>.Empty, Memory<SplitterDestination>.Empty, false);
return true;
}
Memory<SplitterState> splitters = workBufferAllocator.Allocate<SplitterState>(parameter.SplitterCount, SplitterState.Alignment);
if (splitters.IsEmpty)
{
return false;
}
int splitterId = 0;
foreach (ref SplitterState splitter in splitters.Span)
{
splitter = new SplitterState(splitterId++);
}
Memory<SplitterDestination> splitterDestinations = workBufferAllocator.Allocate<SplitterDestination>(parameter.SplitterDestinationCount,
SplitterDestination.Alignment);
if (splitterDestinations.IsEmpty)
{
return false;
}
int splitterDestinationId = 0;
foreach (ref SplitterDestination data in splitterDestinations.Span)
{
data = new SplitterDestination(splitterDestinationId++);
}
SplitterState.InitializeSplitters(splitters.Span);
Setup(splitters, splitterDestinations, behaviourContext.IsSplitterBugFixed());
return true;
}
/// <summary>
/// Get the work buffer size while adding the size needed for splitter to operate.
/// </summary>
/// <param name="size">The current size.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The renderer configuration.</param>
/// <returns>Return the new size taking splitter into account.</returns>
public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter)
{
if (behaviourContext.IsSplitterSupported())
{
size = WorkBufferAllocator.GetTargetSize<SplitterState>(size, parameter.SplitterCount, SplitterState.Alignment);
size = WorkBufferAllocator.GetTargetSize<SplitterDestination>(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment);
if (behaviourContext.IsSplitterBugFixed())
{
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.SplitterDestinationCount, 0x10);
}
return size;
}
else
{
return size;
}
}
/// <summary>
/// Setup the <see cref="SplitterContext"/> instance.
/// </summary>
/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
private void Setup(Memory<SplitterState> splitters, Memory<SplitterDestination> splitterDestinations, bool isBugFixed)
{
_splitters = splitters;
_splitterDestinations = splitterDestinations;
IsBugFixed = isBugFixed;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
private void ClearAllNewConnectionFlag()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.ClearNewConnectionFlag();
}
}
/// <summary>
/// Get the destination count using the count of splitter.
/// </summary>
/// <returns>The destination count using the count of splitter.</returns>
public int GetDestinationCountPerStateForCompatibility()
{
if (_splitters.IsEmpty)
{
return 0;
}
return _splitterDestinations.Length / _splitters.Length;
}
/// <summary>
/// Update one or multiple <see cref="SplitterState"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterCount; i++)
{
SplitterInParameter parameter = MemoryMarshal.Read<SplitterInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitters.Length)
{
ref SplitterState splitter = ref GetState(parameter.Id);
splitter.Update(this, ref parameter, input.Slice(Unsafe.SizeOf<SplitterInParameter>()));
}
input = input.Slice(0x1C + (int)parameter.DestinationCount * 4);
}
}
}
/// <summary>
/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterDestinationCount; i++)
{
SplitterDestinationInParameter parameter = MemoryMarshal.Read<SplitterDestinationInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitterDestinations.Length)
{
ref SplitterDestination destination = ref GetDestination(parameter.Id);
destination.Update(parameter);
}
input = input.Slice(Unsafe.SizeOf<SplitterDestinationInParameter>());
}
}
}
/// <summary>
/// Update splitter from user parameters.
/// </summary>
/// <param name="input">The input raw user data.</param>
/// <param name="consumedSize">The total consumed size.</param>
/// <returns>Return true if the update was successful.</returns>
public bool Update(ReadOnlySpan<byte> input, out int consumedSize)
{
if (_splitterDestinations.IsEmpty || _splitters.IsEmpty)
{
consumedSize = 0;
return true;
}
int originalSize = input.Length;
SplitterInParameterHeader header = SpanIOHelper.Read<SplitterInParameterHeader>(ref input);
if (header.IsMagicValid())
{
ClearAllNewConnectionFlag();
UpdateState(ref header, ref input);
UpdateData(ref header, ref input);
consumedSize = BitUtils.AlignUp(originalSize - input.Length, 0x10);
return true;
}
else
{
consumedSize = 0;
return false;
}
}
/// <summary>
/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
public ref SplitterState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length);
}
/// <summary>
/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
public ref SplitterDestination GetDestination(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
public Memory<SplitterDestination> GetDestinationMemory(int id)
{
return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
/// </summary>
/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
public Span<SplitterDestination> GetDestination(int id, int destinationId)
{
ref SplitterState splitter = ref GetState(id);
return splitter.GetData(destinationId);
}
/// <summary>
/// Return true if the audio renderer has any splitters.
/// </summary>
/// <returns>True if the audio renderer has any splitters.</returns>
public bool UsingSplitter()
{
return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty;
}
/// <summary>
/// Update the internal state of all splitters.
/// </summary>
public void UpdateInternalState()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.UpdateInternalState();
}
}
}
}

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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.Parameter;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Server state for a splitter destination.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0xE0, Pack = Alignment)]
public struct SplitterDestination
{
public const int Alignment = 0x10;
/// <summary>
/// The unique id of this <see cref="SplitterDestination"/>.
/// </summary>
public int Id;
/// <summary>
/// The mix to output the result of the splitter.
/// </summary>
public int DestinationId;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixArray _mix;
private MixArray _previousMix;
/// <summary>
/// Pointer to the next linked element.
/// </summary>
private unsafe SplitterDestination* _next;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// Set to true if the internal state need to be updated.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool NeedToUpdateInternalState;
[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax, Pack = 1)]
private struct MixArray { }
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when a splitter id is specified in the mix.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _mix);
/// <summary>
/// Previous mix buffer volumes.
/// </summary>
/// <remarks>Used when a splitter id is specified in the mix.</remarks>
public Span<float> PreviousMixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _previousMix);
/// <summary>
/// Get the <see cref="Span{SplitterDestination}"/> of the next element or <see cref="Span{SplitterDestination}.Empty"/> if not present.
/// </summary>
public Span<SplitterDestination> Next
{
get
{
unsafe
{
return _next != null ? new Span<SplitterDestination>(_next, 1) : Span<SplitterDestination>.Empty;
}
}
}
/// <summary>
/// Create a new <see cref="SplitterDestination"/>.
/// </summary>
/// <param name="id">The unique id of this <see cref="SplitterDestination"/>.</param>
public SplitterDestination(int id) : this()
{
Id = id;
DestinationId = Constants.UnusedMixId;
ClearVolumes();
}
/// <summary>
/// Update the <see cref="SplitterDestination"/> from user parameter.
/// </summary>
/// <param name="parameter">The user parameter.</param>
public void Update(SplitterDestinationInParameter parameter)
{
Debug.Assert(Id == parameter.Id);
if (parameter.IsMagicValid() && Id == parameter.Id)
{
DestinationId = parameter.DestinationId;
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
if (!IsUsed && parameter.IsUsed)
{
MixBufferVolume.CopyTo(PreviousMixBufferVolume);
NeedToUpdateInternalState = false;
}
IsUsed = parameter.IsUsed;
}
}
/// <summary>
/// Update the internal state of the instance.
/// </summary>
public void UpdateInternalState()
{
if (IsUsed && NeedToUpdateInternalState)
{
MixBufferVolume.CopyTo(PreviousMixBufferVolume);
}
NeedToUpdateInternalState = false;
}
/// <summary>
/// Set the update internal state marker.
/// </summary>
public void MarkAsNeedToUpdateInternalState()
{
NeedToUpdateInternalState = true;
}
/// <summary>
/// Return true if the <see cref="SplitterDestination"/> is used and has a destination.
/// </summary>
/// <returns>True if the <see cref="SplitterDestination"/> is used and has a destination.</returns>
public bool IsConfigured()
{
return IsUsed && DestinationId != Constants.UnusedMixId;
}
/// <summary>
/// Get the volume for a given destination.
/// </summary>
/// <param name="destinationIndex">The destination index to use.</param>
/// <returns>The volume for the given destination.</returns>
public float GetMixVolume(int destinationIndex)
{
Debug.Assert(destinationIndex >= 0 && destinationIndex < Constants.MixBufferCountMax);
return MixBufferVolume[destinationIndex];
}
/// <summary>
/// Clear the volumes.
/// </summary>
public void ClearVolumes()
{
MixBufferVolume.Fill(0);
PreviousMixBufferVolume.Fill(0);
}
/// <summary>
/// Link the next element to the given <see cref="SplitterDestination"/>.
/// </summary>
/// <param name="next">The given <see cref="SplitterDestination"/> to link.</param>
public void Link(ref SplitterDestination next)
{
unsafe
{
fixed (SplitterDestination *nextPtr = &next)
{
_next = nextPtr;
}
}
}
/// <summary>
/// Remove the link to the next element.
/// </summary>
public void Unlink()
{
unsafe
{
_next = null;
}
}
}
}

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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.Parameter;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Server state for a splitter.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
public struct SplitterState
{
public const int Alignment = 0x10;
/// <summary>
/// The unique id of this <see cref="SplitterState"/>.
/// </summary>
public int Id;
/// <summary>
/// Target sample rate to use on the splitter.
/// </summary>
public uint SampleRate;
/// <summary>
/// Count of splitter destinations (<see cref="SplitterDestination"/>).
/// </summary>
public int DestinationCount;
/// <summary>
/// Set to true if the splitter has a new connection.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool HasNewConnection;
/// <summary>
/// Linked list of <see cref="SplitterDestination"/>.
/// </summary>
private unsafe SplitterDestination* _destinationsData;
/// <summary>
/// Span to the first element of the linked list of <see cref="SplitterDestination"/>.
/// </summary>
public Span<SplitterDestination> Destinations
{
get
{
unsafe
{
return (IntPtr)_destinationsData != IntPtr.Zero ? new Span<SplitterDestination>(_destinationsData, 1) : Span<SplitterDestination>.Empty;
}
}
}
/// <summary>
/// Create a new <see cref="SplitterState"/>.
/// </summary>
/// <param name="id">The unique id of this <see cref="SplitterState"/>.</param>
public SplitterState(int id) : this()
{
Id = id;
}
public Span<SplitterDestination> GetData(int index)
{
int i = 0;
Span<SplitterDestination> result = Destinations;
while (i < index)
{
if (result.IsEmpty)
{
break;
}
result = result[0].Next;
i++;
}
return result;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
public void ClearNewConnectionFlag()
{
HasNewConnection = false;
}
/// <summary>
/// Utility function to apply a given <see cref="SpanAction{T, TArg}"/> to all <see cref="Destinations"/>.
/// </summary>
/// <param name="action">The action to execute on each elements.</param>
private void ForEachDestination(SpanAction<SplitterDestination, int> action)
{
Span<SplitterDestination> temp = Destinations;
int i = 0;
while (true)
{
if (temp.IsEmpty)
{
break;
}
Span<SplitterDestination> next = temp[0].Next;
action.Invoke(temp, i++);
temp = next;
}
}
/// <summary>
/// Update the <see cref="SplitterState"/> from user parameter.
/// </summary>
/// <param name="context">The splitter context.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="input">The raw input data after the <paramref name="parameter"/>.</param>
public void Update(SplitterContext context, ref SplitterInParameter parameter, ReadOnlySpan<byte> input)
{
ClearLinks();
int destinationCount;
if (context.IsBugFixed)
{
destinationCount = parameter.DestinationCount;
}
else
{
destinationCount = Math.Min(context.GetDestinationCountPerStateForCompatibility(), parameter.DestinationCount);
}
if (destinationCount > 0)
{
ReadOnlySpan<int> destinationIds = MemoryMarshal.Cast<byte, int>(input);
Memory<SplitterDestination> destination = context.GetDestinationMemory(destinationIds[0]);
SetDestination(ref destination.Span[0]);
DestinationCount = destinationCount;
for (int i = 1; i < destinationCount; i++)
{
Memory<SplitterDestination> nextDestination = context.GetDestinationMemory(destinationIds[i]);
destination.Span[0].Link(ref nextDestination.Span[0]);
destination = nextDestination;
}
}
Debug.Assert(parameter.Id == Id);
if (parameter.Id == Id)
{
SampleRate = parameter.SampleRate;
HasNewConnection = true;
}
}
/// <summary>
/// Set the head of the linked list of <see cref="Destinations"/>.
/// </summary>
/// <param name="newValue">A reference to a <see cref="SplitterDestination"/>.</param>
public void SetDestination(ref SplitterDestination newValue)
{
unsafe
{
fixed (SplitterDestination* newValuePtr = &newValue)
{
_destinationsData = newValuePtr;
}
}
}
/// <summary>
/// Update the internal state of this instance.
/// </summary>
public void UpdateInternalState()
{
ForEachDestination((destination, _) => destination[0].UpdateInternalState());
}
/// <summary>
/// Clear all links from the <see cref="Destinations"/>.
/// </summary>
public void ClearLinks()
{
ForEachDestination((destination, _) => destination[0].Unlink());
unsafe
{
_destinationsData = (SplitterDestination*)IntPtr.Zero;
}
}
/// <summary>
/// Initialize a given <see cref="Span{SplitterState}"/>.
/// </summary>
/// <param name="splitters">All the <see cref="SplitterState"/> to initialize.</param>
public static void InitializeSplitters(Span<SplitterState> splitters)
{
foreach (ref SplitterState splitter in splitters)
{
unsafe
{
splitter._destinationsData = (SplitterDestination*)IntPtr.Zero;
}
splitter.DestinationCount = 0;
}
}
}
}