forked from Mirror/Ryujinx
Haydn: Make SoundIO session implementation lock-free (#2068)
* Haydn: Fix race condition in SoundIO Update implementation This should fix weird crashes happening for some people with SoundIO. Fix #2062 * haydn: Make SoundIO session lock-free
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460a98390e
commit
d02eeed9c1
2 changed files with 28 additions and 40 deletions
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@ -2,8 +2,15 @@
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{
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class SoundIoAudioBuffer
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{
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public ulong DriverIdentifier;
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public ulong SampleCount;
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public readonly ulong DriverIdentifier;
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public readonly ulong SampleCount;
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public ulong SamplePlayed;
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public SoundIoAudioBuffer(ulong driverIdentifier, ulong sampleCount)
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{
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DriverIdentifier = driverIdentifier;
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SampleCount = sampleCount;
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SamplePlayed = 0;
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}
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}
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}
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@ -3,7 +3,7 @@ using Ryujinx.Audio.Common;
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using Ryujinx.Memory;
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using SoundIOSharp;
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using System;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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using System.Threading;
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@ -11,10 +11,8 @@ namespace Ryujinx.Audio.Backends.SoundIo
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{
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class SoundIoHardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private object _lock = new object();
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private SoundIoHardwareDeviceDriver _driver;
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private Queue<SoundIoAudioBuffer> _queuedBuffers;
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private ConcurrentQueue<SoundIoAudioBuffer> _queuedBuffers;
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private SoundIOOutStream _outputStream;
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private DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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@ -24,7 +22,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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{
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_driver = driver;
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_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
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_queuedBuffers = new Queue<SoundIoAudioBuffer>();
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_queuedBuffers = new ConcurrentQueue<SoundIoAudioBuffer>();
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_ringBuffer = new DynamicRingBuffer();
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SetupOutputStream();
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@ -42,10 +40,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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public override ulong GetPlayedSampleCount()
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{
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lock (_lock)
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{
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return _playedSampleCount;
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}
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return Interlocked.Read(ref _playedSampleCount);
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}
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public override float GetVolume()
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@ -57,19 +52,11 @@ namespace Ryujinx.Audio.Backends.SoundIo
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public override void QueueBuffer(AudioBuffer buffer)
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{
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lock (_lock)
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{
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SoundIoAudioBuffer driverBuffer = new SoundIoAudioBuffer
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{
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DriverIdentifier = buffer.DataPointer,
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SampleCount = GetSampleCount(buffer),
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SamplePlayed = 0,
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};
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SoundIoAudioBuffer driverBuffer = new SoundIoAudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_queuedBuffers.Enqueue(driverBuffer);
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}
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_queuedBuffers.Enqueue(driverBuffer);
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}
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public override void SetVolume(float volume)
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@ -96,15 +83,12 @@ namespace Ryujinx.Audio.Backends.SoundIo
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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lock (_lock)
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if (!_queuedBuffers.TryPeek(out SoundIoAudioBuffer driverBuffer))
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{
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if (!_queuedBuffers.TryPeek(out SoundIoAudioBuffer driverBuffer))
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{
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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}
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private unsafe void Update(int minFrameCount, int maxFrameCount)
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@ -413,20 +397,20 @@ namespace Ryujinx.Audio.Backends.SoundIo
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while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SoundIoAudioBuffer driverBuffer))
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{
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ulong sampleStillNeeded = driverBuffer.SampleCount - driverBuffer.SamplePlayed;
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ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
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ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
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driverBuffer.SamplePlayed += playedAudioBufferSampleCount;
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Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
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availaibleSampleCount -= playedAudioBufferSampleCount;
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if (driverBuffer.SamplePlayed == driverBuffer.SampleCount)
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if (Interlocked.Read(ref driverBuffer.SamplePlayed) == driverBuffer.SampleCount)
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{
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_queuedBuffers.TryDequeue(out _);
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needUpdate = true;
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}
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_playedSampleCount += playedAudioBufferSampleCount;
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Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
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}
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// Notify the output if needed.
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@ -440,15 +424,12 @@ namespace Ryujinx.Audio.Backends.SoundIo
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{
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if (disposing)
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{
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lock (_lock)
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{
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PrepareToClose();
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Stop();
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PrepareToClose();
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Stop();
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_outputStream.Dispose();
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_outputStream.Dispose();
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_driver.Unregister(this);
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}
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_driver.Unregister(this);
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}
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}
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