RyuKen/Ryujinx.Audio.Renderer/Server/Effect/BaseEffect.cs
Mary a389dd59bd
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.
2020-08-17 22:49:37 -03:00

257 lines
8.7 KiB
C#

//
// 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 <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using DspAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Base class used as a server state for an effect.
/// </summary>
public class BaseEffect
{
/// <summary>
/// The <see cref="EffectType"/> of the effect.
/// </summary>
public EffectType Type;
/// <summary>
/// Set to true if the effect must be active.
/// </summary>
public bool IsEnabled;
/// <summary>
/// Set to true if the internal effect work buffers used wasn't mapped.
/// </summary>
public bool BufferUnmapped;
/// <summary>
/// The current state of the effect.
/// </summary>
public UsageState UsageState;
/// <summary>
/// The target mix id of the effect.
/// </summary>
public int MixId;
/// <summary>
/// Position of the effect while processing effects.
/// </summary>
public uint ProcessingOrder;
/// <summary>
/// Array of all the work buffer used by the effect.
/// </summary>
protected AddressInfo[] WorkBuffers;
/// <summary>
/// Create a new <see cref="BaseEffect"/>.
/// </summary>
public BaseEffect()
{
Type = TargetEffectType;
UsageState = UsageState.Invalid;
IsEnabled = false;
BufferUnmapped = false;
MixId = RendererConstants.UnusedMixId;
ProcessingOrder = uint.MaxValue;
WorkBuffers = new AddressInfo[2];
foreach (ref AddressInfo info in WorkBuffers.AsSpan())
{
info = AddressInfo.Create();
}
}
/// <summary>
/// The target <see cref="EffectType"/> handled by this <see cref="BaseEffect"/>.
/// </summary>
public virtual EffectType TargetEffectType => EffectType.Invalid;
/// <summary>
/// Check if the <see cref="EffectType"/> sent by the user match the internal <see cref="EffectType"/>.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Returns true if the <see cref="EffectType"/> sent by the user matches the internal <see cref="EffectType"/>.</returns>
public bool IsTypeValid(ref EffectInParameter parameter)
{
return parameter.Type == TargetEffectType;
}
/// <summary>
/// Update the usage state during command generation.
/// </summary>
protected void UpdateUsageStateForCommandGeneration()
{
UsageState = IsEnabled ? UsageState.Enabled : UsageState.Disabled;
}
/// <summary>
/// Update the internal common parameters from a user parameter.
/// </summary>
/// <param name="parameter">The user parameter.</param>
protected void UpdateParameterBase(ref EffectInParameter parameter)
{
MixId = parameter.MixId;
ProcessingOrder = parameter.ProcessingOrder;
}
/// <summary>
/// Force unmap all the work buffers.
/// </summary>
/// <param name="mapper">The mapper to use.</param>
public void ForceUnmapBuffers(PoolMapper mapper)
{
foreach (ref AddressInfo info in WorkBuffers.AsSpan())
{
if (info.GetReference(false) != 0)
{
mapper.ForceUnmap(ref info);
}
}
}
/// <summary>
/// Check if the effect needs to be skipped.
/// </summary>
/// <returns>Returns true if the effect needs to be skipped.</returns>
public bool ShouldSkip()
{
return BufferUnmapped;
}
/// <summary>
/// Update the <see cref="BaseEffect"/> state during command generation.
/// </summary>
public virtual void UpdateForCommandGeneration()
{
Debug.Assert(Type == TargetEffectType);
}
/// <summary>
/// Update the internal state from a user parameter.
/// </summary>
/// <param name="updateErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="mapper">The mapper to use.</param>
public virtual void Update(out ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
updateErrorInfo = new ErrorInfo();
}
/// <summary>
/// Get the work buffer DSP address at the given index.
/// </summary>
/// <param name="index">The index of the work buffer</param>
/// <returns>The work buffer DSP address at the given index.</returns>
public virtual DspAddress GetWorkBuffer(int index)
{
throw new InvalidOperationException();
}
/// <summary>
/// Get the first work buffer DSP address.
/// </summary>
/// <returns>The first work buffer DSP address.</returns>
protected DspAddress GetSingleBuffer()
{
if (IsEnabled)
{
return WorkBuffers[0].GetReference(true);
}
if (UsageState != UsageState.Disabled)
{
DspAddress address = WorkBuffers[0].GetReference(false);
ulong size = WorkBuffers[0].Size;
if (address != 0 && size != 0)
{
AudioProcessorMemoryManager.InvalidateDataCache(address, size);
}
}
return 0;
}
/// <summary>
/// Store the output status to the given user output.
/// </summary>
/// <param name="outStatus">The given user output.</param>
/// <param name="isAudioRendererActive">If set to true, the <see cref="AudioRenderSystem"/> is active.</param>
public void StoreStatus(ref EffectOutStatus outStatus, bool isAudioRendererActive)
{
if (isAudioRendererActive)
{
if (UsageState == UsageState.Disabled)
{
outStatus.State = EffectOutStatus.EffectState.Disabled;
}
else
{
outStatus.State = EffectOutStatus.EffectState.Enabled;
}
}
else if (UsageState == UsageState.New)
{
outStatus.State = EffectOutStatus.EffectState.Enabled;
}
else
{
outStatus.State = EffectOutStatus.EffectState.Disabled;
}
}
/// <summary>
/// Get the <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.
/// </summary>
/// <returns>The <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.</returns>
public PerformanceDetailType GetPerformanceDetailType()
{
switch (Type)
{
case EffectType.BiquadFilter:
return PerformanceDetailType.BiquadFilter;
case EffectType.AuxiliaryBuffer:
return PerformanceDetailType.Aux;
case EffectType.Delay:
return PerformanceDetailType.Delay;
case EffectType.Reverb:
return PerformanceDetailType.Reverb;
case EffectType.Reverb3d:
return PerformanceDetailType.Reverb3d;
case EffectType.BufferMix:
return PerformanceDetailType.Mix;
default:
throw new NotImplementedException($"{Type}");
}
}
}
}