From a389dd59bd881cf2cff09a1f67f5c30de61123e6 Mon Sep 17 00:00:00 2001 From: Mary Date: Tue, 18 Aug 2020 03:49:37 +0200 Subject: Amadeus: Final Act (#1481) * 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. --- Ryujinx.Audio.Renderer/Server/Mix/MixContext.cs | 276 ++++++++++++++++++++ Ryujinx.Audio.Renderer/Server/Mix/MixState.cs | 330 ++++++++++++++++++++++++ 2 files changed, 606 insertions(+) create mode 100644 Ryujinx.Audio.Renderer/Server/Mix/MixContext.cs create mode 100644 Ryujinx.Audio.Renderer/Server/Mix/MixState.cs (limited to 'Ryujinx.Audio.Renderer/Server/Mix') diff --git a/Ryujinx.Audio.Renderer/Server/Mix/MixContext.cs b/Ryujinx.Audio.Renderer/Server/Mix/MixContext.cs new file mode 100644 index 00000000..46c244bb --- /dev/null +++ b/Ryujinx.Audio.Renderer/Server/Mix/MixContext.cs @@ -0,0 +1,276 @@ +// +// Copyright (c) 2019-2020 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 . +// + +using Ryujinx.Audio.Renderer.Common; +using Ryujinx.Audio.Renderer.Server.Splitter; +using Ryujinx.Audio.Renderer.Utils; +using System; +using System.Diagnostics; + +namespace Ryujinx.Audio.Renderer.Server.Mix +{ + /// + /// Mix context. + /// + public class MixContext + { + /// + /// The total mix count. + /// + private uint _mixesCount; + + /// + /// Storage for . + /// + private Memory _mixes; + + /// + /// Storage of the sorted indices to . + /// + private Memory _sortedMixes; + + /// + /// Graph state. + /// + public NodeStates NodeStates { get; } + + /// + /// The instance of the adjacent matrix. + /// + public EdgeMatrix EdgeMatrix { get; } + + /// + /// Create a new instance of . + /// + public MixContext() + { + NodeStates = new NodeStates(); + EdgeMatrix = new EdgeMatrix(); + } + + /// + /// Initialize the . + /// + /// The storage for sorted indices. + /// The storage of . + /// The storage used for the . + /// The storage used for the . + public void Initialize(Memory sortedMixes, Memory mixes, Memory nodeStatesWorkBuffer, Memory edgeMatrixWorkBuffer) + { + _mixesCount = (uint)mixes.Length; + _mixes = mixes; + _sortedMixes = sortedMixes; + + if (!nodeStatesWorkBuffer.IsEmpty && !edgeMatrixWorkBuffer.IsEmpty) + { + NodeStates.Initialize(nodeStatesWorkBuffer, mixes.Length); + EdgeMatrix.Initialize(edgeMatrixWorkBuffer, mixes.Length); + } + + int sortedId = 0; + for (int i = 0; i < _mixes.Length; i++) + { + SetSortedState(sortedId++, i); + } + } + + /// + /// Associate the given to a given . + /// + /// The sorted id. + /// The index to associate. + private void SetSortedState(int id, int targetIndex) + { + _sortedMixes.Span[id] = targetIndex; + } + + /// + /// Get a reference to the final . + /// + /// A reference to the final . + public ref MixState GetFinalState() + { + return ref GetState(RendererConstants.FinalMixId); + } + + /// + /// Get a reference to a at the given . + /// + /// The index to use. + /// A reference to a at the given . + public ref MixState GetState(int id) + { + return ref SpanIOHelper.GetFromMemory(_mixes, id, _mixesCount); + } + + /// + /// Get a reference to a at the given of the sorted mix info. + /// + /// The index to use. + /// A reference to a at the given . + public ref MixState GetSortedState(int id) + { + Debug.Assert(id >= 0 && id < _mixesCount); + + return ref GetState(_sortedMixes.Span[id]); + } + + /// + /// Get the total mix count. + /// + /// The total mix count. + public uint GetCount() + { + return _mixesCount; + } + + /// + /// Update the internal distance from the final mix value of every . + /// + private void UpdateDistancesFromFinalMix() + { + foreach (ref MixState mix in _mixes.Span) + { + mix.ClearDistanceFromFinalMix(); + } + + for (int i = 0; i < GetCount(); i++) + { + ref MixState mix = ref GetState(i); + + SetSortedState(i, i); + + if (mix.IsUsed) + { + uint distance; + + if (mix.MixId != RendererConstants.FinalMixId) + { + int mixId = mix.MixId; + + for (distance = 0; distance < GetCount(); distance++) + { + if (mixId == RendererConstants.UnusedMixId) + { + distance = MixState.InvalidDistanceFromFinalMix; + break; + } + + ref MixState distanceMix = ref GetState(mixId); + + if (distanceMix.DistanceFromFinalMix != MixState.InvalidDistanceFromFinalMix) + { + distance = distanceMix.DistanceFromFinalMix + 1; + break; + } + + mixId = distanceMix.DestinationMixId; + + if (mixId == RendererConstants.FinalMixId) + { + break; + } + } + + if (distance > GetCount()) + { + distance = MixState.InvalidDistanceFromFinalMix; + } + } + else + { + distance = MixState.InvalidDistanceFromFinalMix; + } + + mix.DistanceFromFinalMix = distance; + } + } + } + + /// + /// Update the internal mix buffer offset of all . + /// + private void UpdateMixBufferOffset() + { + uint offset = 0; + + foreach (ref MixState mix in _mixes.Span) + { + mix.BufferOffset = offset; + + offset += mix.BufferCount; + } + } + + /// + /// Sort the mixes using distance from the final mix. + /// + public void Sort() + { + UpdateDistancesFromFinalMix(); + + int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray(); + + Array.Sort(sortedMixesTemp, (a, b) => + { + ref MixState stateA = ref GetState(a); + ref MixState stateB = ref GetState(b); + + return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix); + }); + + sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span); + + UpdateMixBufferOffset(); + } + + /// + /// Sort the mixes and splitters using an adjacency matrix. + /// + /// The used. + /// Return true, if no errors in the graph were detected. + public bool Sort(SplitterContext splitterContext) + { + if (splitterContext.UsingSplitter()) + { + bool isValid = NodeStates.Sort(EdgeMatrix); + + if (isValid) + { + ReadOnlySpan sortedMixesIndex = NodeStates.GetTsortResult(); + + int id = 0; + + for (int i = sortedMixesIndex.Length - 1; i >= 0; i--) + { + SetSortedState(id++, sortedMixesIndex[i]); + } + + UpdateMixBufferOffset(); + } + + return isValid; + } + else + { + UpdateMixBufferOffset(); + + return true; + } + } + } +} diff --git a/Ryujinx.Audio.Renderer/Server/Mix/MixState.cs b/Ryujinx.Audio.Renderer/Server/Mix/MixState.cs new file mode 100644 index 00000000..ed4665f5 --- /dev/null +++ b/Ryujinx.Audio.Renderer/Server/Mix/MixState.cs @@ -0,0 +1,330 @@ +// +// Copyright (c) 2019-2020 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 . +// + +using Ryujinx.Audio.Renderer.Common; +using Ryujinx.Audio.Renderer.Parameter; +using Ryujinx.Audio.Renderer.Server.Effect; +using Ryujinx.Audio.Renderer.Server.Splitter; +using Ryujinx.Common.Utilities; +using System; +using System.Diagnostics; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +using static Ryujinx.Audio.Renderer.RendererConstants; + +namespace Ryujinx.Audio.Renderer.Server.Mix +{ + /// + /// Server state for a mix. + /// + [StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)] + public struct MixState + { + public const uint InvalidDistanceFromFinalMix = 0x80000000; + + public const int Alignment = 0x10; + + /// + /// Base volume of the mix. + /// + public float Volume; + + /// + /// Target sample rate of the mix. + /// + public uint SampleRate; + + /// + /// Target buffer count. + /// + public uint BufferCount; + + /// + /// Set to true if in use. + /// + [MarshalAs(UnmanagedType.I1)] + public bool IsUsed; + + /// + /// The id of the mix. + /// + public int MixId; + + /// + /// The mix node id. + /// + public int NodeId; + + /// + /// the buffer offset to use for command generation. + /// + public uint BufferOffset; + + /// + /// The distance of the mix from the final mix. + /// + public uint DistanceFromFinalMix; + + /// + /// The effect processing order storage. + /// + private IntPtr _effectProcessingOrderArrayPointer; + + /// + /// The max element count that can be found in the effect processing order storage. + /// + public uint EffectProcessingOrderArrayMaxCount; + + /// + /// The mix to output the result of this mix. + /// + public int DestinationMixId; + + /// + /// Mix buffer volumes storage. + /// + private MixVolumeArray _mixVolumeArray; + + /// + /// The splitter to output the result of this mix. + /// + public uint DestinationSplitterId; + + /// + /// If set to true, the long size pre-delay is supported on the reverb command. + /// + [MarshalAs(UnmanagedType.I1)] + public bool IsLongSizePreDelaySupported; + + [StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)] + private struct MixVolumeArray + { + private const int Size = 4 * MixBufferCountMax * MixBufferCountMax; + } + + /// + /// Mix buffer volumes. + /// + /// Used when no splitter id is specified. + public Span MixBufferVolume => SpanHelpers.AsSpan(ref _mixVolumeArray); + + /// + /// Get the volume for a given connection destination. + /// + /// The source node index. + /// The destination node index + /// The volume for the given connection destination. + public float GetMixBufferVolume(int sourceIndex, int destinationIndex) + { + return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex]; + } + + /// + /// The array used to order effects associated to this mix. + /// + public Span EffectProcessingOrderArray + { + get + { + if (_effectProcessingOrderArrayPointer == IntPtr.Zero) + { + return Span.Empty; + } + + unsafe + { + return new Span((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount); + } + } + } + + /// + /// Create a new + /// + /// + /// + public MixState(Memory effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this() + { + MixId = UnusedMixId; + + DistanceFromFinalMix = InvalidDistanceFromFinalMix; + + DestinationMixId = UnusedMixId; + + DestinationSplitterId = UnusedSplitterId; + + unsafe + { + // SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned. + _effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span)); + } + + EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length; + + IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported(); + + ClearEffectProcessingOrder(); + } + + /// + /// Clear the value to its default state. + /// + public void ClearDistanceFromFinalMix() + { + DistanceFromFinalMix = InvalidDistanceFromFinalMix; + } + + /// + /// Clear the to its default state. + /// + public void ClearEffectProcessingOrder() + { + EffectProcessingOrderArray.Fill(-1); + } + + /// + /// Return true if the mix has any destinations. + /// + /// True if the mix has any destinations. + public bool HasAnyDestination() + { + return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId; + } + + /// + /// Update the mix connection on the adjacency matrix. + /// + /// The adjacency matrix. + /// The input parameter of the mix. + /// The splitter context. + /// Return true, new connections were done on the adjacency matrix. + private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext) + { + bool hasNewConnections; + + if (DestinationSplitterId == UnusedSplitterId) + { + hasNewConnections = false; + } + else + { + ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId); + + hasNewConnections = splitter.HasNewConnection; + } + + if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections) + { + return false; + } + + edgeMatrix.RemoveEdges(MixId); + + if (parameter.DestinationMixId == UnusedMixId) + { + if (parameter.DestinationSplitterId != UnusedSplitterId) + { + ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId); + + for (int i = 0; i < splitter.DestinationCount; i++) + { + Span destination = splitter.GetData(i); + + if (!destination.IsEmpty) + { + int destinationMixId = destination[0].DestinationId; + + if (destinationMixId != UnusedMixId) + { + edgeMatrix.Connect(MixId, destinationMixId); + } + } + } + } + } + else + { + edgeMatrix.Connect(MixId, parameter.DestinationMixId); + } + + DestinationMixId = parameter.DestinationMixId; + DestinationSplitterId = parameter.DestinationSplitterId; + + return true; + } + + /// + /// Update the mix from user information. + /// + /// The adjacency matrix. + /// The input parameter of the mix. + /// The effect context. + /// The splitter context. + /// The behaviour context. + /// Return true if the mix was changed. + public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext) + { + bool isDirty; + + Volume = parameter.Volume; + SampleRate = parameter.SampleRate; + BufferCount = parameter.BufferCount; + IsUsed = parameter.IsUsed; + MixId = parameter.MixId; + NodeId = parameter.NodeId; + parameter.MixBufferVolume.CopyTo(MixBufferVolume); + + if (behaviourContext.IsSplitterSupported()) + { + isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext); + } + else + { + isDirty = DestinationMixId != parameter.DestinationMixId; + + if (DestinationMixId != parameter.DestinationMixId) + { + DestinationMixId = parameter.DestinationMixId; + } + + DestinationSplitterId = UnusedSplitterId; + } + + ClearEffectProcessingOrder(); + + for (int i = 0; i < effectContext.GetCount(); i++) + { + ref BaseEffect effect = ref effectContext.GetEffect(i); + + if (effect.MixId == MixId) + { + Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount); + + if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount) + { + return isDirty; + } + + EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i; + } + } + + return isDirty; + } + } +} -- cgit v1.2.3