f556c80d02
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
410 lines
17 KiB
C#
410 lines
17 KiB
C#
//
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// Copyright (c) 2019-2021 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.Common;
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Buffers;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public static class DataSourceHelper
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{
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private const int FixedPointPrecision = 15;
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public class WaveBufferInformation
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{
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public Memory<VoiceUpdateState> State;
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public uint SourceSampleRate;
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public SampleFormat SampleFormat;
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public float Pitch;
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public DecodingBehaviour DecodingBehaviour;
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public WaveBuffer[] WaveBuffers;
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public ulong ExtraParameter;
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public ulong ExtraParameterSize;
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public int ChannelIndex;
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public int ChannelCount;
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public SampleRateConversionQuality SrcQuality;
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}
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private static int GetPitchLimitBySrcQuality(SampleRateConversionQuality quality)
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{
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switch (quality)
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{
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case SampleRateConversionQuality.Default:
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case SampleRateConversionQuality.Low:
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return 4;
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case SampleRateConversionQuality.High:
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return 8;
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default:
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throw new ArgumentException($"{quality}");
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}
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}
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public static void ProcessWaveBuffers(IVirtualMemoryManager memoryManager, Span<float> outputBuffer, WaveBufferInformation info, uint targetSampleRate, int sampleCount)
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{
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const int tempBufferSize = 0x3F00;
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ref VoiceUpdateState state = ref info.State.Span[0];
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short[] tempBuffer = ArrayPool<short>.Shared.Rent(tempBufferSize);
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float sampleRateRatio = ((float)info.SourceSampleRate / targetSampleRate * info.Pitch);
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float fraction = state.Fraction;
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int waveBufferIndex = (int)state.WaveBufferIndex;
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ulong playedSampleCount = state.PlayedSampleCount;
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int offset = state.Offset;
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uint waveBufferConsumed = state.WaveBufferConsumed;
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int pitchMaxLength = GetPitchLimitBySrcQuality(info.SrcQuality);
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int totalNeededSize = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCount);
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if (totalNeededSize + pitchMaxLength <= tempBufferSize && totalNeededSize >= 0)
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{
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int sourceSampleCountToProcess = sampleCount;
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int maxSampleCountPerIteration = Math.Min((int)MathF.Truncate((tempBufferSize - fraction) / sampleRateRatio), sampleCount);
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bool isStarving = false;
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int i = 0;
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while (i < sourceSampleCountToProcess)
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{
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int tempBufferIndex = 0;
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if (!info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
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{
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state.Pitch.ToSpan().Slice(0, pitchMaxLength).CopyTo(tempBuffer.AsSpan());
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tempBufferIndex += pitchMaxLength;
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}
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int sampleCountToProcess = Math.Min(sourceSampleCountToProcess, maxSampleCountPerIteration);
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int y = 0;
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int sampleCountToDecode = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCountToProcess);
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while (y < sampleCountToDecode)
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{
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if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
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{
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Logger.Error?.Print(LogClass.AudioRenderer, $"Invalid WaveBuffer index {waveBufferIndex}");
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waveBufferIndex = 0;
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playedSampleCount = 0;
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}
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if (!state.IsWaveBufferValid[waveBufferIndex])
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{
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isStarving = true;
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break;
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}
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ref WaveBuffer waveBuffer = ref info.WaveBuffers[waveBufferIndex];
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if (offset == 0 && info.SampleFormat == SampleFormat.Adpcm && waveBuffer.Context != 0)
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{
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state.LoopContext = memoryManager.Read<AdpcmLoopContext>(waveBuffer.Context);
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}
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Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
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int decodedSampleCount = -1;
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int targetSampleStartOffset;
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int targetSampleEndOffset;
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if (state.LoopCount > 0 && waveBuffer.LoopStartSampleOffset != 0 && waveBuffer.LoopEndSampleOffset != 0 && waveBuffer.LoopStartSampleOffset <= waveBuffer.LoopEndSampleOffset)
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{
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targetSampleStartOffset = (int)waveBuffer.LoopStartSampleOffset;
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targetSampleEndOffset = (int)waveBuffer.LoopEndSampleOffset;
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}
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else
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{
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targetSampleStartOffset = (int)waveBuffer.StartSampleOffset;
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targetSampleEndOffset = (int)waveBuffer.EndSampleOffset;
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}
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int targetWaveBufferSampleCount = targetSampleEndOffset - targetSampleStartOffset;
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switch (info.SampleFormat)
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{
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case SampleFormat.Adpcm:
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ReadOnlySpan<byte> waveBufferAdpcm = ReadOnlySpan<byte>.Empty;
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if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
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{
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// TODO: we are possibly copying a lot of unneeded data here, we should only take what we need.
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waveBufferAdpcm = memoryManager.GetSpan(waveBuffer.Buffer, (int)waveBuffer.BufferSize);
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}
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ReadOnlySpan<short> coefficients = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(info.ExtraParameter, (int)info.ExtraParameterSize));
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decodedSampleCount = AdpcmHelper.Decode(tempSpan, waveBufferAdpcm, targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y, coefficients, ref state.LoopContext);
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break;
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case SampleFormat.PcmInt16:
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ReadOnlySpan<short> waveBufferPcm16 = ReadOnlySpan<short>.Empty;
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if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
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{
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ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<short>(targetSampleStartOffset, offset, info.ChannelCount);
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int bufferSize = PcmHelper.GetBufferSize<short>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
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waveBufferPcm16 = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(bufferOffset, bufferSize));
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}
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decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcm16, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
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break;
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case SampleFormat.PcmFloat:
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ReadOnlySpan<float> waveBufferPcmFloat = ReadOnlySpan<float>.Empty;
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if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
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{
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ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<float>(targetSampleStartOffset, offset, info.ChannelCount);
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int bufferSize = PcmHelper.GetBufferSize<float>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
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waveBufferPcmFloat = MemoryMarshal.Cast<byte, float>(memoryManager.GetSpan(bufferOffset, bufferSize));
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}
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decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcmFloat, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
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break;
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default:
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Logger.Warning?.Print(LogClass.AudioRenderer, $"Unsupported sample format {info.SampleFormat}");
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break;
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}
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Debug.Assert(decodedSampleCount <= sampleCountToDecode);
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if (decodedSampleCount < 0)
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{
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Logger.Warning?.Print(LogClass.AudioRenderer, $"Decoding failed, skipping WaveBuffer");
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state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
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decodedSampleCount = 0;
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}
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y += decodedSampleCount;
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offset += decodedSampleCount;
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playedSampleCount += (uint)decodedSampleCount;
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if (offset >= targetWaveBufferSampleCount || decodedSampleCount == 0)
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{
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offset = 0;
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if (waveBuffer.Looping)
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{
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state.LoopCount++;
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if (waveBuffer.LoopCount >= 0)
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{
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if (decodedSampleCount == 0 || state.LoopCount > waveBuffer.LoopCount)
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{
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state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
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}
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}
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if (decodedSampleCount == 0)
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{
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isStarving = true;
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break;
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}
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if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.PlayedSampleCountResetWhenLooping))
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{
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playedSampleCount = 0;
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}
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}
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else
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{
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state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
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}
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}
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}
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Span<float> outputSpan = outputBuffer.Slice(i);
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Span<int> outputSpanInt = MemoryMarshal.Cast<float, int>(outputSpan);
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if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
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{
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for (int j = 0; j < y; j++)
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{
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outputBuffer[j] = tempBuffer[j];
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}
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}
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else
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{
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Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
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tempSpan.Slice(0, sampleCountToDecode - y).Fill(0);
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ToFloat(outputBuffer, outputSpanInt, sampleCountToProcess);
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ResamplerHelper.Resample(outputBuffer, tempBuffer, sampleRateRatio, ref fraction, sampleCountToProcess, info.SrcQuality, y != sourceSampleCountToProcess || info.Pitch != 1.0f);
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tempBuffer.AsSpan().Slice(sampleCountToDecode, pitchMaxLength).CopyTo(state.Pitch.ToSpan());
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}
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i += sampleCountToProcess;
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}
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Debug.Assert(sourceSampleCountToProcess == i || !isStarving);
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state.WaveBufferConsumed = waveBufferConsumed;
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state.Offset = offset;
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state.PlayedSampleCount = playedSampleCount;
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state.WaveBufferIndex = (uint)waveBufferIndex;
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state.Fraction = fraction;
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}
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ArrayPool<short>.Shared.Return(tempBuffer);
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}
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private static void ToFloatAvx(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
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{
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ReadOnlySpan<Vector256<int>> inputVec = MemoryMarshal.Cast<int, Vector256<int>>(input);
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Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(output);
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int sisdStart = inputVec.Length * 8;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Avx.ConvertToVector256Single(inputVec[i]);
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}
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for (int i = sisdStart; i < sampleCount; i++)
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{
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output[i] = input[i];
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}
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}
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private static void ToFloatSse2(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
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{
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ReadOnlySpan<Vector128<int>> inputVec = MemoryMarshal.Cast<int, Vector128<int>>(input);
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Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(output);
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int sisdStart = inputVec.Length * 4;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Sse2.ConvertToVector128Single(inputVec[i]);
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}
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for (int i = sisdStart; i < sampleCount; i++)
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{
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output[i] = input[i];
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ToFloatSlow(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
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{
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for (int i = 0; i < sampleCount; i++)
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{
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output[i] = input[i];
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}
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}
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public static void ToFloat(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
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{
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if (Avx.IsSupported)
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{
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ToFloatAvx(output, input, sampleCount);
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}
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else if (Sse2.IsSupported)
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{
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ToFloatSse2(output, input, sampleCount);
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}
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else
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{
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ToFloatSlow(output, input, sampleCount);
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}
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}
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public static void ToIntAvx(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
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{
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ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(input);
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Span<Vector256<int>> outputVec = MemoryMarshal.Cast<int, Vector256<int>>(output);
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int sisdStart = inputVec.Length * 8;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Avx.ConvertToVector256Int32(inputVec[i]);
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}
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for (int i = sisdStart; i < sampleCount; i++)
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{
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output[i] = (int)input[i];
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}
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}
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public static void ToIntSse2(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
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{
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ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(input);
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Span<Vector128<int>> outputVec = MemoryMarshal.Cast<int, Vector128<int>>(output);
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int sisdStart = inputVec.Length * 4;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Avx.ConvertToVector128Int32(inputVec[i]);
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}
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for (int i = sisdStart; i < sampleCount; i++)
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{
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output[i] = (int)input[i];
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ToIntSlow(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
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{
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for (int i = 0; i < sampleCount; i++)
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{
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output[i] = (int)input[i];
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}
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}
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public static void ToInt(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
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{
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if (Avx.IsSupported)
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{
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ToIntAvx(output, input, sampleCount);
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}
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else if (Sse2.IsSupported)
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{
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ToIntSse2(output, input, sampleCount);
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}
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else
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{
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ToIntSlow(output, input, sampleCount);
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}
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}
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}
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}
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