forked from Mirror/Ryujinx
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.
124 lines
6.6 KiB
C#
124 lines
6.6 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 Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Server.Performance
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{
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public abstract class PerformanceManager
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{
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/// <summary>
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/// Get the required size for a single performance frame.
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/// </summary>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <returns>The required size for a single performance frame.</returns>
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public static ulong GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref AudioRendererConfiguration parameter, ref BehaviourContext behaviourContext)
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{
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uint version = behaviourContext.GetPerformanceMetricsDataFormat();
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if (version == 2)
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{
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return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion2,
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PerformanceEntryVersion2,
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PerformanceDetailVersion2>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
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}
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else if (version == 1)
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{
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return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion1,
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PerformanceEntryVersion1,
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PerformanceDetailVersion1>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
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}
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throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
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}
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/// <summary>
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/// Copy the performance frame history to the supplied user buffer and returns the size copied.
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/// </summary>
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/// <param name="performanceOutput">The supplied user buffer to store the performance frame into.</param>
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/// <returns>The size copied to the supplied buffer.</returns>
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public abstract uint CopyHistories(Span<byte> performanceOutput);
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/// <summary>
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/// Set the target node id to profile.
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/// </summary>
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/// <param name="target">The target node id to profile.</param>
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public abstract void SetTargetNodeId(int target);
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/// <summary>
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/// Check if the given target node id is profiled.
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/// </summary>
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/// <param name="target">The target node id to check.</param>
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/// <returns>Return true, if the given target node id is profiled.</returns>
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public abstract bool IsTargetNodeId(int target);
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/// <summary>
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/// Get the next buffer to store a performance entry.
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/// </summary>
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/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
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/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
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/// <param name="nodeId">The node id of the entry.</param>
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/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
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public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceEntryType entryType, int nodeId);
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/// <summary>
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/// Get the next buffer to store a performance detailed entry.
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/// </summary>
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/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
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/// <param name="detailType">The <see cref="PerformanceDetailType"/> info.</param>
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/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
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/// <param name="nodeId">The node id of the entry.</param>
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/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
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public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceDetailType detailType, PerformanceEntryType entryType, int nodeId);
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/// <summary>
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/// Finalize the current performance frame.
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/// </summary>
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/// <param name="dspRunningBehind">Indicate if the DSP is running behind.</param>
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/// <param name="voiceDropCount">The count of voices that were dropped.</param>
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/// <param name="startRenderingTicks">The start ticks of the audio rendering.</param>
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public abstract void TapFrame(bool dspRunningBehind, uint voiceDropCount, ulong startRenderingTicks);
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/// <summary>
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/// Create a new <see cref="PerformanceManager"/>.
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/// </summary>
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/// <param name="performanceBuffer">The backing memory available for use by the manager.</param>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="behaviourContext">The behaviour context;</param>
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/// <returns>A new <see cref="PerformanceManager"/>.</returns>
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public static PerformanceManager Create(Memory<byte> performanceBuffer, ref AudioRendererConfiguration parameter, BehaviourContext behaviourContext)
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{
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uint version = behaviourContext.GetPerformanceMetricsDataFormat();
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switch (version)
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{
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case 1:
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return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion1, PerformanceEntryVersion1, PerformanceDetailVersion1>(performanceBuffer,
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ref parameter);
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case 2:
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return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion2, PerformanceEntryVersion2, PerformanceDetailVersion2>(performanceBuffer,
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ref parameter);
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default:
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throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
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}
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}
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}
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}
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