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jinx/Ryujinx.HLE/HOS/Services/Audio/AudioRenderer/AudioRendererServer.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

188 lines
6.2 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Ipc;
using Ryujinx.HLE.HOS.Kernel.Common;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
using System.Buffers;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioRenderer
{
class AudioRendererServer : IpcService, IDisposable
{
private IAudioRenderer _impl;
public AudioRendererServer(IAudioRenderer impl)
{
_impl = impl;
}
[Command(0)]
// GetSampleRate() -> u32
public ResultCode GetSampleRate(ServiceCtx context)
{
context.ResponseData.Write(_impl.GetSampleRate());
return ResultCode.Success;
}
[Command(1)]
// GetSampleCount() -> u32
public ResultCode GetSampleCount(ServiceCtx context)
{
context.ResponseData.Write(_impl.GetSampleCount());
return ResultCode.Success;
}
[Command(2)]
// GetMixBufferCount() -> u32
public ResultCode GetMixBufferCount(ServiceCtx context)
{
context.ResponseData.Write(_impl.GetMixBufferCount());
return ResultCode.Success;
}
[Command(3)]
// GetState() -> u32
public ResultCode GetState(ServiceCtx context)
{
context.ResponseData.Write(_impl.GetState());
return ResultCode.Success;
}
[Command(4)]
// RequestUpdate(buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 5> input)
// -> (buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6> output, buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 6> performanceOutput)
public ResultCode RequestUpdate(ServiceCtx context)
{
long inputPosition = context.Request.SendBuff[0].Position;
long inputSize = context.Request.SendBuff[0].Size;
long outputPosition = context.Request.ReceiveBuff[0].Position;
long outputSize = context.Request.ReceiveBuff[0].Size;
long performanceOutputPosition = context.Request.ReceiveBuff[1].Position;
long performanceOutputSize = context.Request.ReceiveBuff[1].Size;
ReadOnlyMemory<byte> input = context.Memory.GetSpan((ulong)inputPosition, (int)inputSize).ToArray();
Memory<byte> output = new byte[outputSize];
Memory<byte> performanceOutput = new byte[performanceOutputSize];
using MemoryHandle outputHandle = output.Pin();
using MemoryHandle performanceOutputHandle = performanceOutput.Pin();
ResultCode result = _impl.RequestUpdate(output, performanceOutput, input);
if (result == ResultCode.Success)
{
context.Memory.Write((ulong)outputPosition, output.Span);
context.Memory.Write((ulong)performanceOutputPosition, performanceOutput.Span);
}
else
{
Logger.Error?.Print(LogClass.ServiceAudio, $"Error while processing renderer update: 0x{result}");
}
return result;
}
[Command(5)]
// Start()
public ResultCode Start(ServiceCtx context)
{
return _impl.Start();
}
[Command(6)]
// Stop()
public ResultCode Stop(ServiceCtx context)
{
return _impl.Stop();
}
[Command(7)]
// QuerySystemEvent() -> handle<copy, event>
public ResultCode QuerySystemEvent(ServiceCtx context)
{
ResultCode result = _impl.QuerySystemEvent(out KEvent systemEvent);
if (result == ResultCode.Success)
{
if (context.Process.HandleTable.GenerateHandle(systemEvent.ReadableEvent, out int handle) != KernelResult.Success)
{
throw new InvalidOperationException("Out of handles!");
}
context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle);
}
return result;
}
[Command(8)]
// SetAudioRendererRenderingTimeLimit(u32 limit)
public ResultCode SetAudioRendererRenderingTimeLimit(ServiceCtx context)
{
uint limit = context.RequestData.ReadUInt32();
_impl.SetRenderingTimeLimit(limit);
return ResultCode.Success;
}
[Command(9)]
// GetAudioRendererRenderingTimeLimit() -> u32 limit
public ResultCode GetAudioRendererRenderingTimeLimit(ServiceCtx context)
{
uint limit = _impl.GetRenderingTimeLimit();
context.ResponseData.Write(limit);
return ResultCode.Success;
}
[Command(10)] // 3.0.0+
// RequestUpdateAuto(buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 0x21> input)
// -> (buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 0x22> output, buffer<nn::audio::detail::AudioRendererUpdateDataHeader, 0x22> performanceOutput)
public ResultCode RequestUpdateAuto(ServiceCtx context)
{
(long inputPosition, long inputSize) = context.Request.GetBufferType0x21();
(long outputPosition, long outputSize) = context.Request.GetBufferType0x22(0);
(long performanceOutputPosition, long performanceOutputSize) = context.Request.GetBufferType0x22(1);
ReadOnlyMemory<byte> input = context.Memory.GetSpan((ulong)inputPosition, (int)inputSize).ToArray();
Memory<byte> output = new byte[outputSize];
Memory<byte> performanceOutput = new byte[performanceOutputSize];
using MemoryHandle outputHandle = output.Pin();
using MemoryHandle performanceOutputHandle = performanceOutput.Pin();
ResultCode result = _impl.RequestUpdate(output, performanceOutput, input);
if (result == ResultCode.Success)
{
context.Memory.Write((ulong)outputPosition, output.Span);
context.Memory.Write((ulong)performanceOutputPosition, performanceOutput.Span);
}
return result;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_impl.Dispose();
}
}
}
}