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. --- .../Server/Splitter/SplitterContext.cs | 320 +++++++++++++++++++++ 1 file changed, 320 insertions(+) create mode 100644 Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs (limited to 'Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs') diff --git a/Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs b/Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs new file mode 100644 index 00000000..f5599acc --- /dev/null +++ b/Ryujinx.Audio.Renderer/Server/Splitter/SplitterContext.cs @@ -0,0 +1,320 @@ +// +// 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.Utils; +using Ryujinx.Common; +using System; +using System.Diagnostics; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +namespace Ryujinx.Audio.Renderer.Server.Splitter +{ + /// + /// Splitter context. + /// + public class SplitterContext + { + /// + /// Storage for . + /// + private Memory _splitters; + + /// + /// Storage for . + /// + private Memory _splitterDestinations; + + /// + /// If set to true, trust the user destination count in . + /// + public bool IsBugFixed { get; private set; } + + /// + /// Initialize . + /// + /// The behaviour context. + /// The audio renderer configuration. + /// The . + /// Return true if the initialization was successful. + public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator) + { + if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0) + { + Setup(Memory.Empty, Memory.Empty, false); + + return true; + } + + Memory splitters = workBufferAllocator.Allocate(parameter.SplitterCount, SplitterState.Alignment); + + if (splitters.IsEmpty) + { + return false; + } + + int splitterId = 0; + + foreach (ref SplitterState splitter in splitters.Span) + { + splitter = new SplitterState(splitterId++); + } + + Memory splitterDestinations = workBufferAllocator.Allocate(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; + } + + /// + /// Get the work buffer size while adding the size needed for splitter to operate. + /// + /// The current size. + /// The behaviour context. + /// The renderer configuration. + /// Return the new size taking splitter into account. + public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter) + { + if (behaviourContext.IsSplitterSupported()) + { + size = WorkBufferAllocator.GetTargetSize(size, parameter.SplitterCount, SplitterState.Alignment); + size = WorkBufferAllocator.GetTargetSize(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment); + + if (behaviourContext.IsSplitterBugFixed()) + { + size = WorkBufferAllocator.GetTargetSize(size, parameter.SplitterDestinationCount, 0x10); + } + + return size; + } + else + { + return size; + } + } + + /// + /// Setup the instance. + /// + /// The storage. + /// The storage. + /// If set to true, trust the user destination count in . + private void Setup(Memory splitters, Memory splitterDestinations, bool isBugFixed) + { + _splitters = splitters; + _splitterDestinations = splitterDestinations; + IsBugFixed = isBugFixed; + } + + /// + /// Clear the new connection flag. + /// + private void ClearAllNewConnectionFlag() + { + foreach (ref SplitterState splitter in _splitters.Span) + { + splitter.ClearNewConnectionFlag(); + } + } + + /// + /// Get the destination count using the count of splitter. + /// + /// The destination count using the count of splitter. + public int GetDestinationCountPerStateForCompatibility() + { + if (_splitters.IsEmpty) + { + return 0; + } + + return _splitterDestinations.Length / _splitters.Length; + } + + /// + /// Update one or multiple from user parameters. + /// + /// The splitter header. + /// The raw data after the splitter header. + private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan input) + { + for (int i = 0; i < inputHeader.SplitterCount; i++) + { + SplitterInParameter parameter = MemoryMarshal.Read(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())); + } + + input = input.Slice(0x1C + (int)parameter.DestinationCount * 4); + } + } + } + + /// + /// Update one or multiple from user parameters. + /// + /// The splitter header. + /// The raw data after the splitter header. + private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan input) + { + for (int i = 0; i < inputHeader.SplitterDestinationCount; i++) + { + SplitterDestinationInParameter parameter = MemoryMarshal.Read(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()); + } + } + } + + /// + /// Update splitter from user parameters. + /// + /// The input raw user data. + /// The total consumed size. + /// Return true if the update was successful. + public bool Update(ReadOnlySpan input, out int consumedSize) + { + if (_splitterDestinations.IsEmpty || _splitters.IsEmpty) + { + consumedSize = 0; + + return true; + } + + int originalSize = input.Length; + + SplitterInParameterHeader header = SpanIOHelper.Read(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; + } + } + + /// + /// Get a reference to a at the given . + /// + /// The index to use. + /// A reference to a at the given . + public ref SplitterState GetState(int id) + { + return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length); + } + + /// + /// Get a reference to a at the given . + /// + /// The index to use. + /// A reference to a at the given . + public ref SplitterDestination GetDestination(int id) + { + return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length); + } + + /// + /// Get a at the given . + /// + /// The index to use. + /// A at the given . + public Memory GetDestinationMemory(int id) + { + return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length); + } + + /// + /// Get a in the at and pass to . + /// + /// The index to use to get the . + /// The index of the . + /// A . + public Span GetDestination(int id, int destinationId) + { + ref SplitterState splitter = ref GetState(id); + + return splitter.GetData(destinationId); + } + + /// + /// Return true if the audio renderer has any splitters. + /// + /// True if the audio renderer has any splitters. + public bool UsingSplitter() + { + return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty; + } + + /// + /// Update the internal state of all splitters. + /// + public void UpdateInternalState() + { + foreach (ref SplitterState splitter in _splitters.Span) + { + splitter.UpdateInternalState(); + } + } + } +} -- cgit v1.2.3