a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
152 lines
5 KiB
C#
152 lines
5 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Runtime.InteropServices;
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using DspAddress = System.UInt64;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.MemoryPool
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{
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/// <summary>
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/// Represents the information of a region shared between the CPU and DSP.
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/// </summary>
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public struct AddressInfo
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{
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/// <summary>
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/// The target CPU address of the region.
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/// </summary>
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public CpuAddress CpuAddress;
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/// <summary>
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/// The size of the region.
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/// </summary>
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public ulong Size;
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private unsafe MemoryPoolState* _memoryPools;
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/// <summary>
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/// The forced DSP address of the region.
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/// </summary>
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public DspAddress ForceMappedDspAddress;
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private unsafe ref MemoryPoolState MemoryPoolState => ref *_memoryPools;
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public unsafe bool HasMemoryPoolState => (IntPtr)_memoryPools != IntPtr.Zero;
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/// <summary>
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/// Create an new empty <see cref="AddressInfo"/>.
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/// </summary>
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/// <returns>A new empty <see cref="AddressInfo"/>.</returns>
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public static AddressInfo Create()
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{
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return Create(0, 0);
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}
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/// <summary>
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/// Create a new <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
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/// <param name="size">The target size of the region.</param>
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/// <returns>A new <see cref="AddressInfo"/>.</returns>
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public static AddressInfo Create(CpuAddress cpuAddress, ulong size)
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{
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unsafe
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{
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return new AddressInfo
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{
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CpuAddress = cpuAddress,
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_memoryPools = MemoryPoolState.Null,
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Size = size,
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ForceMappedDspAddress = 0
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};
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}
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}
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/// <summary>
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/// Setup the CPU address and size of the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
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/// <param name="size">The size of the region.</param>
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public void Setup(CpuAddress cpuAddress, ulong size)
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{
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CpuAddress = cpuAddress;
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Size = size;
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ForceMappedDspAddress = 0;
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unsafe
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{
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_memoryPools = MemoryPoolState.Null;
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}
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}
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/// <summary>
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/// Set the <see cref="MemoryPoolState"/> associated.
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/// </summary>
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/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
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public void SetupMemoryPool(Span<MemoryPoolState> memoryPoolState)
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{
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unsafe
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{
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fixed (MemoryPoolState* ptr = &MemoryMarshal.GetReference(memoryPoolState))
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{
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SetupMemoryPool(ptr);
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}
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}
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}
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/// <summary>
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/// Set the <see cref="MemoryPoolState"/> associated.
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/// </summary>
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/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
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public unsafe void SetupMemoryPool(MemoryPoolState* memoryPoolState)
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{
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_memoryPools = memoryPoolState;
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}
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/// <summary>
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/// Check if the <see cref="MemoryPoolState"/> is mapped.
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/// </summary>
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/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped.</returns>
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public bool HasMappedMemoryPool()
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{
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return HasMemoryPoolState && MemoryPoolState.IsMapped();
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}
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/// <summary>
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/// Get the DSP address associated to the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="markUsed">If true, mark the <see cref="MemoryPoolState"/> as used.</param>
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/// <returns>Returns the DSP address associated to the <see cref="AddressInfo"/>.</returns>
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public DspAddress GetReference(bool markUsed)
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{
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if (!HasMappedMemoryPool())
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{
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return ForceMappedDspAddress;
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}
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if (markUsed)
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{
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MemoryPoolState.IsUsed = true;
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}
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return MemoryPoolState.Translate(CpuAddress, Size);
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}
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}
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}
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