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.
This commit is contained in:
Mary
2020-08-18 03:49:37 +02:00
committed by GitHub
parent 2a314f3c28
commit a389dd59bd
250 changed files with 23691 additions and 1512 deletions

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//
// 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.Dsp.Command;
using Ryujinx.Audio.Renderer.Integration;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Server.Mix;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Audio.Renderer.Server.Types;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using Ryujinx.Audio.Renderer.Server.Voice;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Cpu;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Threading;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server
{
public class AudioRenderSystem : IDisposable
{
private object _lock = new object();
private AudioRendererExecutionMode _executionMode;
private IWritableEvent _systemEvent;
private ManualResetEvent _terminationEvent;
private MemoryPoolState _dspMemoryPoolState;
private VoiceContext _voiceContext;
private MixContext _mixContext;
private SinkContext _sinkContext;
private SplitterContext _splitterContext;
private EffectContext _effectContext;
private PerformanceManager _performanceManager;
private UpsamplerManager _upsamplerManager;
private bool _isActive;
private BehaviourContext _behaviourContext;
private ulong _totalElapsedTicksUpdating;
private ulong _totalElapsedTicks;
private int _sessionId;
private Memory<MemoryPoolState> _memoryPools;
private uint _sampleRate;
private uint _sampleCount;
private uint _mixBufferCount;
private uint _voiceChannelCountMax;
private uint _upsamplerCount;
private uint _memoryPoolCount;
private uint _processHandle;
private ulong _appletResourceId;
private WritableRegion _workBufferRegion;
private MemoryHandle _workBufferMemoryPin;
private Memory<float> _mixBuffer;
private Memory<float> _depopBuffer;
private uint _renderingTimeLimitPercent;
private bool _voiceDropEnabled;
private uint _voiceDropCount;
private bool _isDspRunningBehind;
private ICommandProcessingTimeEstimator _commandProcessingTimeEstimator;
private Memory<byte> _performanceBuffer;
public MemoryManager MemoryManager { get; private set; }
private ulong _elapsedFrameCount;
private ulong _renderingStartTick;
private AudioRendererManager _manager;
public AudioRenderSystem(AudioRendererManager manager, IWritableEvent systemEvent)
{
_manager = manager;
_terminationEvent = new ManualResetEvent(false);
_dspMemoryPoolState = MemoryPoolState.Create(MemoryPoolState.LocationType.Dsp);
_voiceContext = new VoiceContext();
_mixContext = new MixContext();
_sinkContext = new SinkContext();
_splitterContext = new SplitterContext();
_effectContext = new EffectContext();
_commandProcessingTimeEstimator = null;
_systemEvent = systemEvent;
_behaviourContext = new BehaviourContext();
_totalElapsedTicksUpdating = 0;
_sessionId = 0;
}
public ResultCode Initialize(ref AudioRendererConfiguration parameter, uint processHandle, CpuAddress workBuffer, ulong workBufferSize, int sessionId, ulong appletResourceId, MemoryManager memoryManager)
{
if (!BehaviourContext.CheckValidRevision(parameter.Revision))
{
return ResultCode.OperationFailed;
}
if (GetWorkBufferSize(ref parameter) > workBufferSize)
{
return ResultCode.WorkBufferTooSmall;
}
Debug.Assert(parameter.RenderingDevice == AudioRendererRenderingDevice.Dsp && parameter.ExecutionMode == AudioRendererExecutionMode.Auto);
Logger.Info?.Print(LogClass.AudioRenderer, $"Initializing with REV{BehaviourContext.GetRevisionNumber(parameter.Revision)}");
_behaviourContext.SetUserRevision(parameter.Revision);
_sampleRate = parameter.SampleRate;
_sampleCount = parameter.SampleCount;
_mixBufferCount = parameter.MixBufferCount;
_voiceChannelCountMax = RendererConstants.VoiceChannelCountMax;
_upsamplerCount = parameter.SinkCount + parameter.SubMixBufferCount;
_appletResourceId = appletResourceId;
_memoryPoolCount = parameter.EffectCount + parameter.VoiceCount * RendererConstants.VoiceWaveBufferCount;
_executionMode = parameter.ExecutionMode;
_sessionId = sessionId;
MemoryManager = memoryManager;
WorkBufferAllocator workBufferAllocator;
_workBufferRegion = MemoryManager.GetWritableRegion(workBuffer, (int)workBufferSize);
_workBufferRegion.Memory.Span.Fill(0);
_workBufferMemoryPin = _workBufferRegion.Memory.Pin();
workBufferAllocator = new WorkBufferAllocator(_workBufferRegion.Memory);
PoolMapper poolMapper = new PoolMapper(processHandle, false);
poolMapper.InitializeSystemPool(ref _dspMemoryPoolState, workBuffer, workBufferSize);
_mixBuffer = workBufferAllocator.Allocate<float>(_sampleCount * (_voiceChannelCountMax + _mixBufferCount), 0x10);
if (_mixBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
Memory<float> upSamplerWorkBuffer = workBufferAllocator.Allocate<float>(RendererConstants.TargetSampleCount * (_voiceChannelCountMax + _mixBufferCount) * _upsamplerCount, 0x10);
if (upSamplerWorkBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_depopBuffer = workBufferAllocator.Allocate<float>((ulong)BitUtils.AlignUp(parameter.MixBufferCount, RendererConstants.BufferAlignment), RendererConstants.BufferAlignment);
if (_depopBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Invalidate DSP cache on what was currently allocated with workBuffer.
AudioProcessorMemoryManager.InvalidateDspCache(_dspMemoryPoolState.Translate(workBuffer, workBufferAllocator.Offset), workBufferAllocator.Offset);
Debug.Assert((workBufferAllocator.Offset % RendererConstants.BufferAlignment) == 0);
Memory<VoiceState> voices = workBufferAllocator.Allocate<VoiceState>(parameter.VoiceCount, VoiceState.Alignment);
if (voices.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
foreach (ref VoiceState voice in voices.Span)
{
voice.Initialize();
}
// A pain to handle as we can't have VoiceState*, use indices to be a bit more safe
Memory<int> sortedVoices = workBufferAllocator.Allocate<int>(parameter.VoiceCount, 0x10);
if (sortedVoices.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Clear memory (use -1 as it's an invalid index)
sortedVoices.Span.Fill(-1);
Memory<VoiceChannelResource> voiceChannelResources = workBufferAllocator.Allocate<VoiceChannelResource>(parameter.VoiceCount, VoiceChannelResource.Alignment);
if (voiceChannelResources.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
for (uint id = 0; id < voiceChannelResources.Length; id++)
{
ref VoiceChannelResource voiceChannelResource = ref voiceChannelResources.Span[(int)id];
voiceChannelResource.Id = id;
voiceChannelResource.IsUsed = false;
}
Memory<VoiceUpdateState> voiceUpdateStates = workBufferAllocator.Allocate<VoiceUpdateState>(parameter.VoiceCount, VoiceUpdateState.Align);
if (voiceUpdateStates.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
uint mixesCount = parameter.SubMixBufferCount + 1;
Memory<MixState> mixes = workBufferAllocator.Allocate<MixState>(mixesCount, MixState.Alignment);
if (mixes.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
if (parameter.EffectCount == 0)
{
foreach (ref MixState mix in mixes.Span)
{
mix = new MixState(Memory<int>.Empty, ref _behaviourContext);
}
}
else
{
Memory<int> effectProcessingOrderArray = workBufferAllocator.Allocate<int>(parameter.EffectCount * mixesCount, 0x10);
foreach (ref MixState mix in mixes.Span)
{
mix = new MixState(effectProcessingOrderArray.Slice(0, (int)parameter.EffectCount), ref _behaviourContext);
effectProcessingOrderArray = effectProcessingOrderArray.Slice((int)parameter.EffectCount);
}
}
// Initialize the final mix id
mixes.Span[0].MixId = RendererConstants.FinalMixId;
Memory<int> sortedMixesState = workBufferAllocator.Allocate<int>(mixesCount, 0x10);
if (sortedMixesState.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Clear memory (use -1 as it's an invalid index)
sortedMixesState.Span.Fill(-1);
Memory<byte> nodeStatesWorkBuffer = Memory<byte>.Empty;
Memory<byte> edgeMatrixWorkBuffer = Memory<byte>.Empty;
if (_behaviourContext.IsSplitterSupported())
{
nodeStatesWorkBuffer = workBufferAllocator.Allocate((uint)NodeStates.GetWorkBufferSize((int)mixesCount), 1);
edgeMatrixWorkBuffer = workBufferAllocator.Allocate((uint)EdgeMatrix.GetWorkBufferSize((int)mixesCount), 1);
if (nodeStatesWorkBuffer.IsEmpty || edgeMatrixWorkBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
}
_mixContext.Initialize(sortedMixesState, mixes, nodeStatesWorkBuffer, edgeMatrixWorkBuffer);
_memoryPools = workBufferAllocator.Allocate<MemoryPoolState>(_memoryPoolCount, MemoryPoolState.Alignment);
if (_memoryPools.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
foreach (ref MemoryPoolState state in _memoryPools.Span)
{
state = MemoryPoolState.Create(MemoryPoolState.LocationType.Cpu);
}
if (!_splitterContext.Initialize(ref _behaviourContext, ref parameter, workBufferAllocator))
{
return ResultCode.WorkBufferTooSmall;
}
_processHandle = processHandle;
_upsamplerManager = new UpsamplerManager(upSamplerWorkBuffer, _upsamplerCount);
_effectContext.Initialize(parameter.EffectCount);
_sinkContext.Initialize(parameter.SinkCount);
Memory<VoiceUpdateState> voiceUpdateStatesDsp = workBufferAllocator.Allocate<VoiceUpdateState>(parameter.VoiceCount, VoiceUpdateState.Align);
if (voiceUpdateStatesDsp.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_voiceContext.Initialize(sortedVoices, voices, voiceChannelResources, voiceUpdateStates, voiceUpdateStatesDsp, parameter.VoiceCount);
if (parameter.PerformanceMetricFramesCount > 0)
{
ulong performanceBufferSize = PerformanceManager.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter, ref _behaviourContext) * (parameter.PerformanceMetricFramesCount + 1) + 0xC;
_performanceBuffer = workBufferAllocator.Allocate(performanceBufferSize, RendererConstants.BufferAlignment);
if (_performanceBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_performanceManager = PerformanceManager.Create(_performanceBuffer, ref parameter, _behaviourContext);
}
else
{
_performanceManager = null;
}
_totalElapsedTicksUpdating = 0;
_totalElapsedTicks = 0;
_renderingTimeLimitPercent = 100;
_voiceDropEnabled = parameter.VoiceDropEnabled && _executionMode == AudioRendererExecutionMode.Auto;
AudioProcessorMemoryManager.InvalidateDataCache(workBuffer, workBufferSize);
_processHandle = processHandle;
_elapsedFrameCount = 0;
switch (_behaviourContext.GetCommandProcessingTimeEstimatorVersion())
{
case 1:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion1(_sampleCount, _mixBufferCount);
break;
case 2:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion2(_sampleCount, _mixBufferCount);
break;
case 3:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion3(_sampleCount, _mixBufferCount);
break;
default:
throw new NotImplementedException($"Unsupported processing time estimator version {_behaviourContext.GetCommandProcessingTimeEstimatorVersion()}.");
}
return ResultCode.Success;
}
public void Start()
{
Logger.Info?.Print(LogClass.AudioRenderer, $"Starting renderer id {_sessionId}");
lock (_lock)
{
_elapsedFrameCount = 0;
_isActive = true;
}
}
public void Stop()
{
Logger.Info?.Print(LogClass.AudioRenderer, $"Stopping renderer id {_sessionId}");
lock (_lock)
{
_isActive = false;
}
if (_executionMode == AudioRendererExecutionMode.Auto)
{
_terminationEvent.WaitOne();
}
Logger.Info?.Print(LogClass.AudioRenderer, $"Stopped renderer id {_sessionId}");
}
public ResultCode Update(Memory<byte> output, Memory<byte> performanceOutput, ReadOnlyMemory<byte> input)
{
lock (_lock)
{
ulong updateStartTicks = GetSystemTicks();
output.Span.Fill(0);
StateUpdater stateUpdater = new StateUpdater(input, output, _processHandle, _behaviourContext);
ResultCode result;
result = stateUpdater.UpdateBehaviourContext();
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateMemoryPools(_memoryPools.Span);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateVoiceChannelResources(_voiceContext);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateVoices(_voiceContext, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateEffects(_effectContext, _isActive, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
if (_behaviourContext.IsSplitterSupported())
{
result = stateUpdater.UpdateSplitter(_splitterContext);
if (result != ResultCode.Success)
{
return result;
}
}
result = stateUpdater.UpdateMixes(_mixContext, GetMixBufferCount(), _effectContext, _splitterContext);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateSinks(_sinkContext, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdatePerformanceBuffer(_performanceManager, performanceOutput.Span);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateErrorInfo();
if (result != ResultCode.Success)
{
return result;
}
if (_behaviourContext.IsElapsedFrameCountSupported())
{
result = stateUpdater.UpdateRendererInfo(_elapsedFrameCount);
if (result != ResultCode.Success)
{
return result;
}
}
result = stateUpdater.CheckConsumedSize();
if (result != ResultCode.Success)
{
return result;
}
_systemEvent.Clear();
ulong updateEndTicks = GetSystemTicks();
_totalElapsedTicksUpdating += (updateEndTicks - updateStartTicks);
return result;
}
}
private ulong GetSystemTicks()
{
double ticks = ARMeilleure.State.ExecutionContext.ElapsedTicks * ARMeilleure.State.ExecutionContext.TickFrequency;
return (ulong)(ticks * RendererConstants.TargetTimerFrequency);
}
private uint ComputeVoiceDrop(CommandBuffer commandBuffer, long voicesEstimatedTime, long deltaTimeDsp)
{
int i;
for (i = 0; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand command = commandBuffer.CommandList.Commands[i];
CommandType commandType = command.CommandType;
if (commandType == CommandType.AdpcmDataSourceVersion1 ||
commandType == CommandType.AdpcmDataSourceVersion2 ||
commandType == CommandType.PcmInt16DataSourceVersion1 ||
commandType == CommandType.PcmInt16DataSourceVersion2 ||
commandType == CommandType.PcmFloatDataSourceVersion1 ||
commandType == CommandType.PcmFloatDataSourceVersion2 ||
commandType == CommandType.Performance)
{
break;
}
}
uint voiceDropped = 0;
for (; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand targetCommand = commandBuffer.CommandList.Commands[i];
int targetNodeId = targetCommand.NodeId;
if (voicesEstimatedTime <= deltaTimeDsp || NodeIdHelper.GetType(targetNodeId) != NodeIdType.Voice)
{
break;
}
ref VoiceState voice = ref _voiceContext.GetState(NodeIdHelper.GetBase(targetNodeId));
if (voice.Priority == RendererConstants.VoiceHighestPriority)
{
break;
}
// We can safely drop this voice, disable all associated commands while activating depop preparation commands.
voiceDropped++;
voice.VoiceDropFlag = true;
Logger.Warning?.Print(LogClass.AudioRenderer, $"Dropping voice {voice.NodeId}");
for (; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand command = commandBuffer.CommandList.Commands[i];
if (command.NodeId != targetNodeId)
{
break;
}
if (command.CommandType == CommandType.DepopPrepare)
{
command.Enabled = true;
}
else if (command.CommandType == CommandType.Performance || !command.Enabled)
{
continue;
}
else
{
command.Enabled = false;
voicesEstimatedTime -= (long)command.EstimatedProcessingTime;
}
}
}
return voiceDropped;
}
private void GenerateCommandList(out CommandList commandList)
{
Debug.Assert(_executionMode == AudioRendererExecutionMode.Auto);
PoolMapper.ClearUsageState(_memoryPools);
ulong startTicks = GetSystemTicks();
commandList = new CommandList(this);
if (_performanceManager != null)
{
_performanceManager.TapFrame(_isDspRunningBehind, _voiceDropCount, _renderingStartTick);
_isDspRunningBehind = false;
_voiceDropCount = 0;
_renderingStartTick = 0;
}
CommandBuffer commandBuffer = new CommandBuffer(commandList, _commandProcessingTimeEstimator);
CommandGenerator commandGenerator = new CommandGenerator(commandBuffer, GetContext(), _voiceContext, _mixContext, _effectContext, _sinkContext, _splitterContext, _performanceManager);
_voiceContext.Sort();
commandGenerator.GenerateVoices();
long voicesEstimatedTime = (long)commandBuffer.EstimatedProcessingTime;
commandGenerator.GenerateSubMixes();
commandGenerator.GenerateFinalMixes();
commandGenerator.GenerateSinks();
long totalEstimatedTime = (long)commandBuffer.EstimatedProcessingTime;
if (_voiceDropEnabled)
{
long maxDspTime = GetMaxAllocatedTimeForDsp();
long restEstimateTime = totalEstimatedTime - voicesEstimatedTime;
long deltaTimeDsp = Math.Max(maxDspTime - restEstimateTime, 0);
_voiceDropCount = ComputeVoiceDrop(commandBuffer, voicesEstimatedTime, deltaTimeDsp);
}
_voiceContext.UpdateForCommandGeneration();
ulong endTicks = GetSystemTicks();
_totalElapsedTicks = endTicks - startTicks;
_renderingStartTick = GetSystemTicks();
_elapsedFrameCount++;
}
private int GetMaxAllocatedTimeForDsp()
{
return (int)(RendererConstants.AudioProcessorMaxUpdateTimePerSessions * _behaviourContext.GetAudioRendererProcessingTimeLimit() * (GetRenderingTimeLimit() / 100.0f));
}
public void SendCommands()
{
lock (_lock)
{
if (_isActive)
{
_terminationEvent.Reset();
GenerateCommandList(out CommandList commands);
_manager.Processor.Send(_sessionId,
commands,
GetMaxAllocatedTimeForDsp(),
_appletResourceId);
_systemEvent.Signal();
}
else
{
_terminationEvent.Set();
}
}
}
public uint GetMixBufferCount()
{
return _mixBufferCount;
}
public void SetRenderingTimeLimitPercent(uint percent)
{
Debug.Assert(percent <= 100);
_renderingTimeLimitPercent = percent;
}
public uint GetRenderingTimeLimit()
{
return _renderingTimeLimitPercent;
}
public Memory<float> GetMixBuffer()
{
return _mixBuffer;
}
public uint GetSampleCount()
{
return _sampleCount;
}
public uint GetSampleRate()
{
return _sampleRate;
}
public uint GetVoiceChannelCountMax()
{
return _voiceChannelCountMax;
}
public bool IsActive()
{
return _isActive;
}
private RendererSystemContext GetContext()
{
return new RendererSystemContext
{
ChannelCount = _manager.OutputDevices[_sessionId].GetChannelCount(),
BehaviourContext = _behaviourContext,
DepopBuffer = _depopBuffer,
MixBufferCount = GetMixBufferCount(),
SessionId = _sessionId,
UpsamplerManager = _upsamplerManager
};
}
public int GetSessionId()
{
return _sessionId;
}
public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
{
BehaviourContext behaviourContext = new BehaviourContext();
behaviourContext.SetUserRevision(parameter.Revision);
uint mixesCount = parameter.SubMixBufferCount + 1;
uint memoryPoolCount = parameter.EffectCount + parameter.VoiceCount * RendererConstants.VoiceWaveBufferCount;
ulong size = 0;
// Mix Buffers
size = WorkBufferAllocator.GetTargetSize<float>(size, parameter.SampleCount * (RendererConstants.VoiceChannelCountMax + parameter.MixBufferCount), 0x10);
// Upsampler workbuffer
size = WorkBufferAllocator.GetTargetSize<float>(size, RendererConstants.TargetSampleCount * (RendererConstants.VoiceChannelCountMax + parameter.MixBufferCount) * (parameter.SinkCount + parameter.SubMixBufferCount), 0x10);
// Depop buffer
size = WorkBufferAllocator.GetTargetSize<float>(size, (ulong)BitUtils.AlignUp(parameter.MixBufferCount, RendererConstants.BufferAlignment), RendererConstants.BufferAlignment);
// Voice
size = WorkBufferAllocator.GetTargetSize<VoiceState>(size, parameter.VoiceCount, VoiceState.Alignment);
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.VoiceCount, 0x10);
size = WorkBufferAllocator.GetTargetSize<VoiceChannelResource>(size, parameter.VoiceCount, VoiceChannelResource.Alignment);
size = WorkBufferAllocator.GetTargetSize<VoiceUpdateState>(size, parameter.VoiceCount, VoiceUpdateState.Align);
// Mix
size = WorkBufferAllocator.GetTargetSize<MixState>(size, mixesCount, MixState.Alignment);
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.EffectCount * mixesCount, 0x10);
size = WorkBufferAllocator.GetTargetSize<int>(size, mixesCount, 0x10);
if (behaviourContext.IsSplitterSupported())
{
size += (ulong)BitUtils.AlignUp(NodeStates.GetWorkBufferSize((int)mixesCount) + EdgeMatrix.GetWorkBufferSize((int)mixesCount), 0x10);
}
// Memory Pool
size = WorkBufferAllocator.GetTargetSize<MemoryPoolState>(size, memoryPoolCount, MemoryPoolState.Alignment);
// Splitter
size = SplitterContext.GetWorkBufferSize(size, ref behaviourContext, ref parameter);
// DSP Voice
size = WorkBufferAllocator.GetTargetSize<VoiceUpdateState>(size, parameter.VoiceCount, VoiceUpdateState.Align);
// Performance
if (parameter.PerformanceMetricFramesCount > 0)
{
ulong performanceMetricsPerFramesSize = PerformanceManager.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter, ref behaviourContext) * (parameter.PerformanceMetricFramesCount + 1) + 0xC;
size += BitUtils.AlignUp(performanceMetricsPerFramesSize, RendererConstants.PerformanceMetricsPerFramesSizeAlignment);
}
return BitUtils.AlignUp(size, RendererConstants.WorkBufferAlignment);
}
public ResultCode QuerySystemEvent(out IWritableEvent systemEvent)
{
systemEvent = default;
if (_executionMode == AudioRendererExecutionMode.Manual)
{
return ResultCode.UnsupportedOperation;
}
systemEvent = _systemEvent;
return ResultCode.Success;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
if (_isActive)
{
Stop();
}
PoolMapper mapper = new PoolMapper(_processHandle, false);
mapper.Unmap(ref _dspMemoryPoolState);
PoolMapper.ClearUsageState(_memoryPools);
for (int i = 0; i < _memoryPoolCount; i++)
{
ref MemoryPoolState memoryPool = ref _memoryPools.Span[i];
if (memoryPool.IsMapped())
{
mapper.Unmap(ref memoryPool);
}
}
_manager.Unregister(this);
_terminationEvent.Dispose();
_workBufferMemoryPin.Dispose();
_workBufferRegion.Dispose();
}
}
}
}

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//
// 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.Dsp;
using Ryujinx.Audio.Renderer.Integration;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Common.Logging;
using Ryujinx.Cpu;
using System;
using System.Diagnostics;
using System.Threading;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// The audio renderer manager.
/// </summary>
public class AudioRendererManager : IDisposable
{
/// <summary>
/// Lock used for session allocation.
/// </summary>
private object _sessionLock = new object();
/// <summary>
/// Lock used to control the <see cref="AudioProcessor"/> running state.
/// </summary>
private object _audioProcessorLock = new object();
/// <summary>
/// The session ids allocation table.
/// </summary>
private int[] _sessionIds;
/// <summary>
/// The events linked to each session.
/// </summary>
private IWritableEvent[] _sessionsSystemEvent;
/// <summary>
/// The <see cref="AudioRenderSystem"/> sessions instances.
/// </summary>
private AudioRenderSystem[] _sessions;
/// <summary>
/// The count of active sessions.
/// </summary>
private int _activeSessionCount;
/// <summary>
/// The worker thread used to run <see cref="SendCommands"/>.
/// </summary>
private Thread _workerThread;
/// <summary>
/// Indicate if the worker thread and <see cref="AudioProcessor"/> are running.
/// </summary>
private bool _isRunning;
/// <summary>
/// The output devices associated to each session.
/// </summary>
// TODO: get ride of this with the audout rewrite.
public HardwareDevice[] OutputDevices { get; private set; }
/// <summary>
/// The <see cref="AudioProcessor"/> instance associated to this manager.
/// </summary>
public AudioProcessor Processor { get; }
/// <summary>
/// Create a new <see cref="AudioRendererManager"/>.
/// </summary>
public AudioRendererManager()
{
Processor = new AudioProcessor();
_sessionIds = new int[RendererConstants.AudioRendererSessionCountMax];
_sessions = new AudioRenderSystem[RendererConstants.AudioRendererSessionCountMax];
_activeSessionCount = 0;
for (int i = 0; i < _sessionIds.Length; i++)
{
_sessionIds[i] = i;
}
}
/// <summary>
/// Initialize the <see cref="AudioRendererManager"/>.
/// </summary>
/// <param name="sessionSystemEvents">The events associated to each session.</param>
/// <param name="devices">The output devices associated to each session.</param>
public void Initialize(IWritableEvent[] sessionSystemEvents, HardwareDevice[] devices)
{
_sessionsSystemEvent = sessionSystemEvents;
OutputDevices = devices;
}
/// <summary>
/// Get the work buffer size required by a session.
/// </summary>
/// <param name="parameter">The user configuration</param>
/// <returns>The work buffer size required by a session.</returns>
public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
{
return AudioRenderSystem.GetWorkBufferSize(ref parameter);
}
/// <summary>
/// Acquire a new session id.
/// </summary>
/// <returns>A new session id.</returns>
private int AcquireSessionId()
{
lock (_sessionLock)
{
int index = _activeSessionCount;
Debug.Assert(index < _sessionIds.Length);
int sessionId = _sessionIds[index];
_sessionIds[index] = -1;
_activeSessionCount++;
Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new renderer ({sessionId})");
return sessionId;
}
}
/// <summary>
/// Release a given <paramref name="sessionId"/>.
/// </summary>
/// <param name="sessionId">The session id to release.</param>
private void ReleaseSessionId(int sessionId)
{
lock (_sessionLock)
{
Debug.Assert(_activeSessionCount > 0);
int newIndex = --_activeSessionCount;
_sessionIds[newIndex] = sessionId;
}
Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered renderer ({sessionId})");
}
/// <summary>
/// Check if there is any audio renderer active.
/// </summary>
/// <returns>Returns true if there is any audio renderer active.</returns>
private bool HasAnyActiveRendererLocked()
{
foreach (AudioRenderSystem renderer in _sessions)
{
if (renderer != null)
{
return true;
}
}
return false;
}
/// <summary>
/// Start the <see cref="AudioProcessor"/> and worker thread.
/// </summary>
private void StartLocked()
{
_isRunning = true;
// TODO: virtual device mapping (IAudioDevice)
Processor.SetOutputDevices(OutputDevices);
Processor.Start();
_workerThread = new Thread(SendCommands)
{
Name = "AudioRendererManager.Worker"
};
_workerThread.Start();
}
/// <summary>
/// Stop the <see cref="AudioProcessor"/> and worker thread.
/// </summary>
private void StopLocked()
{
_isRunning = false;
_workerThread.Join();
Processor.Stop();
Logger.Info?.Print(LogClass.AudioRenderer, "Stopped audio renderer");
}
/// <summary>
/// Worker main function. This is used to dispatch audio renderer commands to the <see cref="AudioProcessor"/>.
/// </summary>
private void SendCommands()
{
Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio renderer");
Processor.Wait();
while (_isRunning)
{
lock (_sessionLock)
{
foreach(AudioRenderSystem renderer in _sessions)
{
renderer?.SendCommands();
}
}
Processor.Signal();
Processor.Wait();
}
}
/// <summary>
/// Register a new <see cref="AudioRenderSystem"/>.
/// </summary>
/// <param name="renderer">The <see cref="AudioRenderSystem"/> to register.</param>
private void Register(AudioRenderSystem renderer)
{
lock (_sessionLock)
{
_sessions[renderer.GetSessionId()] = renderer;
}
lock (_audioProcessorLock)
{
if (!_isRunning)
{
StartLocked();
}
}
}
/// <summary>
/// Unregister a new <see cref="AudioRenderSystem"/>.
/// </summary>
/// <param name="renderer">The <see cref="AudioRenderSystem"/> to unregister.</param>
internal void Unregister(AudioRenderSystem renderer)
{
lock (_sessionLock)
{
int sessionId = renderer.GetSessionId();
_sessions[renderer.GetSessionId()] = null;
ReleaseSessionId(sessionId);
}
lock (_audioProcessorLock)
{
if (_isRunning && !HasAnyActiveRendererLocked())
{
StopLocked();
}
}
}
/// <summary>
/// Open a new <see cref="AudioRenderSystem"/>
/// </summary>
/// <param name="renderer">The new <see cref="AudioRenderSystem"/></param>
/// <param name="memoryManager">The memory manager that will be used for all guest memory operations.</param>
/// <param name="parameter">The user configuration</param>
/// <param name="appletResourceUserId">The applet resource user id of the application.</param>
/// <param name="workBufferAddress">The guest work buffer address.</param>
/// <param name="workBufferSize">The guest work buffer size.</param>
/// <param name="processHandle">The process handle of the application.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, MemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
{
int sessionId = AcquireSessionId();
AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
if (result == ResultCode.Success)
{
renderer = audioRenderer;
Register(renderer);
}
else
{
ReleaseSessionId(sessionId);
renderer = null;
}
return result;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
Processor.Dispose();
foreach (HardwareDevice device in OutputDevices)
{
device.Dispose();
}
}
}
}
}

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//
// 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 System;
using System.Diagnostics;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// Behaviour context.
/// </summary>
/// <remarks>This handles features based on the audio renderer revision provided by the user.</remarks>
public class BehaviourContext
{
/// <summary>
/// The base magic of the Audio Renderer revision.
/// </summary>
public const int BaseRevisionMagic = ('R' << 0) | ('E' << 8) | ('V' << 16) | ('0' << 24);
/// <summary>
/// REV1: first revision.
/// </summary>
public const int Revision1 = 1 << 24;
/// <summary>
/// REV2: Added support for splitter and fix GC-ADPCM context not being provided to the DSP.
/// </summary>
/// <remarks>This was added in system update 2.0.0</remarks>
public const int Revision2 = 2 << 24;
/// <summary>
/// REV3: Incremented the max pre-delay from 150 to 350 for the reverb command and removed the (unused) codec system.
/// </summary>
/// <remarks>This was added in system update 3.0.0</remarks>
public const int Revision3 = 3 << 24;
/// <summary>
/// REV4: Added USB audio device support and incremented the rendering limit percent to 75%.
/// </summary>
/// <remarks>This was added in system update 4.0.0</remarks>
public const int Revision4 = 4 << 24;
/// <summary>
/// REV5: <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>, <see cref="Parameter.VoiceInParameter.FlushWaveBufferCount"/> were added to voice.
/// A new performance frame format (version 2) was added with support for more information about DSP timing.
/// <see cref="Parameter.RendererInfoOutStatus"/> was added to supply the count of update done sent to the DSP.
/// A new version of the command estimator was added to address timing changes caused by the voice changes.
/// Additionally, the rendering limit percent was incremented to 80%.
///
/// </summary>
/// <remarks>This was added in system update 6.0.0</remarks>
public const int Revision5 = 5 << 24;
/// <summary>
/// REV6: This fixed a bug in the biquad filter command not clearing up <see cref="Dsp.State.BiquadFilterState"/> with <see cref="Effect.UsageState.New"/> usage state.
/// </summary>
/// <remarks>This was added in system update 6.1.0</remarks>
public const int Revision6 = 6 << 24;
/// <summary>
/// REV7: Client side (finally) doesn't send all the mix client state to the server and can do partial updates.
/// </summary>
/// <remarks>This was added in system update 8.0.0</remarks>
public const int Revision7 = 7 << 24;
/// <summary>
/// REV8:
/// Wavebuffer was changed to support more control over loop (you can now specify where to start and end a loop, and how many times to loop).
/// <see cref="Parameter.VoiceInParameter.SrcQuality"/> was added (see <see cref="Parameter.VoiceInParameter.SampleRateConversionQuality"/> for more info).
/// Final leftovers of the codec system were removed.
/// <see cref="Common.SampleFormat.PcmFloat"/> support was added.
/// A new version of the command estimator was added to address timing changes caused by the voice and command changes.
/// </summary>
/// <remarks>This was added in system update 9.0.0</remarks>
public const int Revision8 = 8 << 24;
/// <summary>
/// Last revision supported by the implementation.
/// </summary>
public const int LastRevision = Revision8;
/// <summary>
/// Target revision magic supported by the implementation.
/// </summary>
public const int ProcessRevision = BaseRevisionMagic + LastRevision;
/// <summary>
/// Get the revision number from the revision magic.
/// </summary>
/// <param name="revision">The revision magic.</param>
/// <returns>The revision number.</returns>
public static int GetRevisionNumber(int revision) => (revision - BaseRevisionMagic) >> 24;
/// <summary>
/// Current active revision.
/// </summary>
public int UserRevision { get; private set; }
/// <summary>
/// Error storage.
/// </summary>
private ErrorInfo[] _errorInfos;
/// <summary>
/// Current position in the <see cref="_errorInfos"/> array.
/// </summary>
private uint _errorIndex;
/// <summary>
/// Current flags of the <see cref="BehaviourContext"/>.
/// </summary>
private ulong _flags;
/// <summary>
/// Create a new instance of <see cref="BehaviourContext"/>.
/// </summary>
public BehaviourContext()
{
UserRevision = 0;
_errorInfos = new ErrorInfo[RendererConstants.MaxErrorInfos];
_errorIndex = 0;
}
/// <summary>
/// Set the active revision.
/// </summary>
/// <param name="userRevision">The active revision.</param>
public void SetUserRevision(int userRevision)
{
UserRevision = userRevision;
}
/// <summary>
/// Update flags of the <see cref="BehaviourContext"/>.
/// </summary>
/// <param name="flags">The new flags.</param>
public void UpdateFlags(ulong flags)
{
_flags = flags;
}
/// <summary>
/// Check if a given revision is valid/supported.
/// </summary>
/// <param name="revision">The revision magic to check.</param>
/// <returns>Returns true if the given revision is valid/supported</returns>
public static bool CheckValidRevision(int revision)
{
return GetRevisionNumber(revision) <= GetRevisionNumber(ProcessRevision);
}
/// <summary>
/// Check if the given revision is greater than or equal the supported revision.
/// </summary>
/// <param name="revision">The revision magic to check.</param>
/// <param name="supportedRevision">The revision magic of the supported revision.</param>
/// <returns>Returns true if the given revision is greater than or equal the supported revision.</returns>
public static bool CheckFeatureSupported(int revision, int supportedRevision)
{
int revA = GetRevisionNumber(revision);
int revB = GetRevisionNumber(supportedRevision);
if (revA > LastRevision)
{
revA = 1;
}
if (revB > LastRevision)
{
revB = 1;
}
return revA >= revB;
}
/// <summary>
/// Check if the memory pool mapping bypass flag is active.
/// </summary>
/// <returns>True if the memory pool mapping bypass flag is active.</returns>
public bool IsMemoryPoolForceMappingEnabled()
{
return (_flags & 1) != 0;
}
/// <summary>
/// Check if the audio renderer should fix the GC-ADPCM context not being provided to the DSP.
/// </summary>
/// <returns>True if if the audio renderer should fix it.</returns>
public bool IsAdpcmLoopContextBugFixed()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision2);
}
/// <summary>
/// Check if the audio renderer should accept splitters.
/// </summary>
/// <returns>True if the audio renderer should accept splitters.</returns>
public bool IsSplitterSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision2);
}
/// <summary>
/// Check if the audio renderer should use a max pre-delay of 350 instead of 150.
/// </summary>
/// <returns>True if the max pre-delay must be 350.</returns>
public bool IsLongSizePreDelaySupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision3);
}
/// <summary>
/// Check if the audio renderer should expose USB audio device.
/// </summary>
/// <returns>True if the audio renderer should expose USB audio device.</returns>
public bool IsAudioUsbDeviceOutputSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision4);
}
/// <summary>
/// Get the percentage allocated to the audio renderer on the DSP for processing.
/// </summary>
/// <returns>The percentage allocated to the audio renderer on the DSP for processing.</returns>
public float GetAudioRendererProcessingTimeLimit()
{
if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
{
return 0.80f;
}
else if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision4))
{
return 0.75f;
}
return 0.70f;
}
/// <summary>
/// Check if the audio render should support voice flushing.
/// </summary>
/// <returns>True if the audio render should support voice flushing.</returns>
public bool IsFlushVoiceWaveBuffersSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
}
/// <summary>
/// Check if the audio renderer should trust the user destination count in <see cref="Splitter.SplitterState.Update(Splitter.SplitterContext, ref Parameter.SplitterInParameter, ReadOnlySpan{byte})"/>.
/// </summary>
/// <returns>True if the audio renderer should trust the user destination count.</returns>
public bool IsSplitterBugFixed()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
}
/// <summary>
/// Check if the audio renderer should supply the elapsed frame count to the user when updating.
/// </summary>
/// <returns>True if the audio renderer should supply the elapsed frame count to the user when updating.</returns>
public bool IsElapsedFrameCountSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
}
/// <summary>
/// Get the performance metric data format version.
/// </summary>
/// <returns>The performance metric data format version.</returns>
public uint GetPerformanceMetricsDataFormat()
{
if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
{
return 2;
}
else
{
return 1;
}
}
/// <summary>
/// Check if the audio renderer should support <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>.
/// </summary>
/// <returns>True if the audio renderer should support <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>.</returns>
public bool IsDecodingBehaviourFlagSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
}
/// <summary>
/// Check if the audio renderer should fix the biquad filter command not clearing up <see cref="Dsp.State.BiquadFilterState"/> with <see cref="Effect.UsageState.New"/> usage state.
/// </summary>
/// <returns>True if the biquad filter state should be cleared.</returns>
public bool IsBiquadFilterEffectStateClearBugFixed()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision6);
}
/// <summary>
/// Check if the audio renderer should accept partial mix updates.
/// </summary>
/// <returns>True if the audio renderer should accept partial mix updates.</returns>
public bool IsMixInParameterDirtyOnlyUpdateSupported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision7);
}
/// <summary>
/// Check if the audio renderer should use the new wavebuffer format.
/// </summary>
/// <returns>True if the audio renderer should use the new wavebuffer format.</returns>
public bool IsWaveBufferVersion2Supported()
{
return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision8);
}
/// <summary>
/// Get the version of the <see cref="ICommandProcessingTimeEstimator"/>.
/// </summary>
/// <returns>The version of the <see cref="ICommandProcessingTimeEstimator"/>.</returns>
public int GetCommandProcessingTimeEstimatorVersion()
{
if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision8))
{
return 3;
}
if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
{
return 2;
}
return 1;
}
/// <summary>
/// Append a new <see cref="ErrorInfo"/> to the error array.
/// </summary>
/// <param name="errorInfo">The new <see cref="ErrorInfo"/> to add.</param>
public void AppendError(ref ErrorInfo errorInfo)
{
Debug.Assert(errorInfo.ErrorCode == ResultCode.Success);
if (_errorIndex <= RendererConstants.MaxErrorInfos - 1)
{
_errorInfos[_errorIndex++] = errorInfo;
}
}
/// <summary>
/// Copy the internal <see cref="ErrorInfo"/> array to the given <see cref="Span{ErrorInfo}"/> and output the count copied.
/// </summary>
/// <param name="errorInfos">The output <see cref="Span{ErrorInfo}"/>.</param>
/// <param name="errorCount">The output error count containing the count of <see cref="ErrorInfo"/> copied.</param>
public void CopyErrorInfo(Span<ErrorInfo> errorInfos, out uint errorCount)
{
if (errorInfos.Length != RendererConstants.MaxErrorInfos)
{
throw new ArgumentException("Invalid size of errorInfos span!");
}
errorCount = Math.Min(_errorIndex, RendererConstants.MaxErrorInfos);
for (int i = 0; i < RendererConstants.MaxErrorInfos; i++)
{
if (i < errorCount)
{
errorInfos[i] = _errorInfos[i];
}
else
{
errorInfos[i] = new ErrorInfo
{
ErrorCode = 0,
ExtraErrorInfo = 0
};
}
}
}
/// <summary>
/// Clear the <see cref="ErrorInfo"/> array.
/// </summary>
public void ClearError()
{
_errorIndex = 0;
}
}
}

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//
// 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.Dsp.Command;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using Ryujinx.Audio.Renderer.Server.Voice;
using System;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// An API to generate commands and aggregate them into a <see cref="CommandList"/>.
/// </summary>
public class CommandBuffer
{
/// <summary>
/// The command processing time estimator in use.
/// </summary>
private ICommandProcessingTimeEstimator _commandProcessingTimeEstimator;
/// <summary>
/// The estimated total processing time.
/// </summary>
public ulong EstimatedProcessingTime { get; set; }
/// <summary>
/// The command list that is populated by the <see cref="CommandBuffer"/>.
/// </summary>
public CommandList CommandList { get; }
/// <summary>
/// Create a new <see cref="CommandBuffer"/>.
/// </summary>
/// <param name="commandList">The command list that will store the generated commands.</param>
/// <param name="commandProcessingTimeEstimator">The command processing time estimator to use.</param>
public CommandBuffer(CommandList commandList, ICommandProcessingTimeEstimator commandProcessingTimeEstimator)
{
CommandList = commandList;
EstimatedProcessingTime = 0;
_commandProcessingTimeEstimator = commandProcessingTimeEstimator;
}
/// <summary>
/// Add a new generated command to the <see cref="CommandList"/>.
/// </summary>
/// <param name="command">The command to add.</param>
private void AddCommand(ICommand command)
{
EstimatedProcessingTime += command.EstimatedProcessingTime;
CommandList.AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="ClearMixBufferCommand"/>.
/// </summary>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateClearMixBuffer(int nodeId)
{
ClearMixBufferCommand command = new ClearMixBufferCommand(nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="DepopPrepareCommand"/>.
/// </summary>
/// <param name="state">The voice state associated.</param>
/// <param name="depopBuffer">The depop buffer.</param>
/// <param name="bufferCount">The buffer count.</param>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="nodeId">The node id associated to this command.</param>
/// <param name="wasPlaying">Set to true if the voice was playing previously.</param>
public void GenerateDepopPrepare(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint bufferCount, uint bufferOffset, int nodeId, bool wasPlaying)
{
DepopPrepareCommand command = new DepopPrepareCommand(state, depopBuffer, bufferCount, bufferOffset, nodeId, wasPlaying);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="PerformanceCommand"/>.
/// </summary>
/// <param name="performanceEntryAddresses">The <see cref="PerformanceEntryAddresses"/>.</param>
/// <param name="type">The performance operation to perform.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GeneratePerformance(ref PerformanceEntryAddresses performanceEntryAddresses, PerformanceCommand.Type type, int nodeId)
{
PerformanceCommand command = new PerformanceCommand(ref performanceEntryAddresses, type, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="VolumeRampCommand"/>.
/// </summary>
/// <param name="previousVolume">The previous volume.</param>
/// <param name="volume">The new volume.</param>
/// <param name="bufferIndex">The index of the mix buffer to use.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateVolumeRamp(float previousVolume, float volume, uint bufferIndex, int nodeId)
{
VolumeRampCommand command = new VolumeRampCommand(previousVolume, volume, bufferIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="DataSourceVersion2Command"/>.
/// </summary>
/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="outputBufferIndex">The output buffer index to use.</param>
/// <param name="channelIndex">The target channel index.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateDataSourceVersion2(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
DataSourceVersion2Command command = new DataSourceVersion2Command(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="PcmInt16DataSourceCommandVersion1"/>.
/// </summary>
/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="outputBufferIndex">The output buffer index to use.</param>
/// <param name="channelIndex">The target channel index.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GeneratePcmInt16DataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
PcmInt16DataSourceCommandVersion1 command = new PcmInt16DataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="PcmFloatDataSourceCommandVersion1"/>.
/// </summary>
/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="outputBufferIndex">The output buffer index to use.</param>
/// <param name="channelIndex">The target channel index.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GeneratePcmFloatDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
PcmFloatDataSourceCommandVersion1 command = new PcmFloatDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="AdpcmDataSourceCommandVersion1"/>.
/// </summary>
/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="outputBufferIndex">The output buffer index to use.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateAdpcmDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId)
{
AdpcmDataSourceCommandVersion1 command = new AdpcmDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="BiquadFilterCommand"/>.
/// </summary>
/// <param name="baseIndex">The base index of the input and output buffer.</param>
/// <param name="filter">The biquad filter parameter.</param>
/// <param name="biquadFilterStateMemory">The biquad state.</param>
/// <param name="inputBufferOffset">The input buffer offset.</param>
/// <param name="outputBufferOffset">The output buffer offset.</param>
/// <param name="needInitialization">Set to true if the biquad filter state needs to be initialized.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateBiquadFilter(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
{
BiquadFilterCommand command = new BiquadFilterCommand(baseIndex, ref filter, biquadFilterStateMemory, inputBufferOffset, outputBufferOffset, needInitialization, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="MixRampGroupedCommand"/>.
/// </summary>
/// <param name="mixBufferCount">The mix buffer count.</param>
/// <param name="inputBufferIndex">The base input index.</param>
/// <param name="outputBufferIndex">The base output index.</param>
/// <param name="previousVolume">The previous volume.</param>
/// <param name="volume">The new volume.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateMixRampGrouped(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> previousVolume, Span<float> volume, Memory<VoiceUpdateState> state, int nodeId)
{
MixRampGroupedCommand command = new MixRampGroupedCommand(mixBufferCount, inputBufferIndex, outputBufferIndex, previousVolume, volume, state, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="MixRampCommand"/>.
/// </summary>
/// <param name="previousVolume">The previous volume.</param>
/// <param name="volume">The new volume.</param>
/// <param name="inputBufferIndex">The input buffer index.</param>
/// <param name="outputBufferIndex">The output buffer index.</param>
/// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param>
/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateMixRamp(float previousVolume, float volume, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
{
MixRampCommand command = new MixRampCommand(previousVolume, volume, inputBufferIndex, outputBufferIndex, lastSampleIndex, state, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="DepopForMixBuffersCommand"/>.
/// </summary>
/// <param name="depopBuffer">The depop buffer.</param>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="bufferCount">The buffer count.</param>
/// <param name="nodeId">The node id associated to this command.</param>
/// <param name="sampleRate">The target sample rate in use.</param>
public void GenerateDepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint bufferCount, int nodeId, uint sampleRate)
{
DepopForMixBuffersCommand command = new DepopForMixBuffersCommand(depopBuffer, bufferOffset, bufferCount, nodeId, sampleRate);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="CopyMixBufferCommand"/>.
/// </summary>
/// <param name="inputBufferIndex">The input buffer index.</param>
/// <param name="outputBufferIndex">The output buffer index.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateCopyMixBuffer(uint inputBufferIndex, uint outputBufferIndex, int nodeId)
{
CopyMixBufferCommand command = new CopyMixBufferCommand(inputBufferIndex, outputBufferIndex, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="MixCommand"/>.
/// </summary>
/// <param name="inputBufferIndex">The input buffer index.</param>
/// <param name="outputBufferIndex">The output buffer index.</param>
/// <param name="nodeId">The node id associated to this command.</param>
/// <param name="volume">The mix volume.</param>
public void GenerateMix(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
{
MixCommand command = new MixCommand(inputBufferIndex, outputBufferIndex, nodeId, volume);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Generate a new <see cref="ReverbCommand"/>.
/// </summary>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="parameter">The reverb parameter.</param>
/// <param name="state">The reverb state.</param>
/// <param name="isEnabled">Set to true if the effect should be active.</param>
/// <param name="workBuffer">The work buffer to use for processing.</param>
/// <param name="nodeId">The node id associated to this command.</param>
/// <param name="isLongSizePreDelaySupported">If set to true, the long size pre-delay is supported.</param>
public void GenerateReverbEffect(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool isLongSizePreDelaySupported)
{
if (parameter.IsChannelCountValid())
{
ReverbCommand command = new ReverbCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, isLongSizePreDelaySupported);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
}
/// <summary>
/// Generate a new <see cref="Reverb3dCommand"/>.
/// </summary>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="parameter">The reverb 3d parameter.</param>
/// <param name="state">The reverb 3d state.</param>
/// <param name="isEnabled">Set to true if the effect should be active.</param>
/// <param name="workBuffer">The work buffer to use for processing.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateReverb3dEffect(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, CpuAddress workBuffer, int nodeId)
{
if (parameter.IsChannelCountValid())
{
Reverb3dCommand command = new Reverb3dCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
}
/// <summary>
/// Generate a new <see cref="DelayCommand"/>.
/// </summary>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="parameter">The delay parameter.</param>
/// <param name="state">The delay state.</param>
/// <param name="isEnabled">Set to true if the effect should be active.</param>
/// <param name="workBuffer">The work buffer to use for processing.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateDelayEffect(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, CpuAddress workBuffer, int nodeId)
{
if (parameter.IsChannelCountValid())
{
DelayCommand command = new DelayCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
}
/// <summary>
/// Generate a new <see cref="AuxiliaryBufferCommand"/>.
/// </summary>
/// <param name="bufferOffset">The target buffer offset.</param>
/// <param name="inputBufferOffset">The input buffer offset.</param>
/// <param name="outputBufferOffset">The output buffer offset.</param>
/// <param name="state">The aux state.</param>
/// <param name="isEnabled">Set to true if the effect should be active.</param>
/// <param name="countMax">The limit of the circular buffer.</param>
/// <param name="outputBuffer">The guest address of the output buffer.</param>
/// <param name="inputBuffer">The guest address of the input buffer.</param>
/// <param name="updateCount">The count to add on the offset after write/read operations.</param>
/// <param name="writeOffset">The write offset.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateAuxEffect(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset, ref AuxiliaryBufferAddresses state, bool isEnabled, uint countMax, CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
{
if (state.SendBufferInfoBase != 0 && state.ReturnBufferInfoBase != 0)
{
AuxiliaryBufferCommand command = new AuxiliaryBufferCommand(bufferOffset, inputBufferOffset, outputBufferOffset, ref state, isEnabled, countMax, outputBuffer, inputBuffer, updateCount, writeOffset, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
}
/// <summary>
/// Generate a new <see cref="VolumeCommand"/>.
/// </summary>
/// <param name="volume">The target volume to apply.</param>
/// <param name="bufferOffset">The offset of the mix buffer.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateVolume(float volume, uint bufferOffset, int nodeId)
{
VolumeCommand command = new VolumeCommand(volume, bufferOffset, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="CircularBufferSinkCommand"/>.
/// </summary>
/// <param name="bufferOffset">The offset of the mix buffer.</param>
/// <param name="sink">The <see cref="BaseSink"/> of the circular buffer.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateCircularBuffer(uint bufferOffset, CircularBufferSink sink, int nodeId)
{
CircularBufferSinkCommand command = new CircularBufferSinkCommand(bufferOffset, ref sink.Parameter, ref sink.CircularBufferAddressInfo, sink.CurrentWriteOffset, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="DownMixSurroundToStereoCommand"/>.
/// </summary>
/// <param name="bufferOffset">The offset of the mix buffer.</param>
/// <param name="inputBufferOffset">The input buffer offset.</param>
/// <param name="outputBufferOffset">The output buffer offset.</param>
/// <param name="downMixParameter">The downmixer parameters to use.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateDownMixSurroundToStereo(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
{
DownMixSurroundToStereoCommand command = new DownMixSurroundToStereoCommand(bufferOffset, inputBufferOffset, outputBufferOffset, downMixParameter, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="UpsampleCommand"/>.
/// </summary>
/// <param name="bufferOffset">The offset of the mix buffer.</param>
/// <param name="upsampler">The <see cref="UpsamplerState"/> associated.</param>
/// <param name="inputCount">The total input count.</param>
/// <param name="inputBufferOffset">The input buffer mix offset.</param>
/// <param name="bufferCountPerSample">The buffer count per sample.</param>
/// <param name="sampleCount">The source sample count.</param>
/// <param name="sampleRate">The source sample rate.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateUpsample(uint bufferOffset, UpsamplerState upsampler, uint inputCount, Span<byte> inputBufferOffset, uint bufferCountPerSample, uint sampleCount, uint sampleRate, int nodeId)
{
UpsampleCommand command = new UpsampleCommand(bufferOffset, upsampler, inputCount, inputBufferOffset, bufferCountPerSample, sampleCount, sampleRate, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
/// <summary>
/// Create a new <see cref="DeviceSinkCommand"/>.
/// </summary>
/// <param name="bufferOffset">The offset of the mix buffer.</param>
/// <param name="sink">The <see cref="BaseSink"/> of the device sink.</param>
/// <param name="sessionId">The current audio renderer session id.</param>
/// <param name="buffer">The mix buffer in use.</param>
/// <param name="nodeId">The node id associated to this command.</param>
public void GenerateDeviceSink(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffer, int nodeId)
{
DeviceSinkCommand command = new DeviceSinkCommand(bufferOffset, sink, sessionId, buffer, nodeId);
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
AddCommand(command);
}
}
}

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@ -0,0 +1,938 @@
//
// 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.Dsp.Command;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Audio.Renderer.Server.Mix;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Audio.Renderer.Server.Voice;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server
{
public class CommandGenerator
{
private CommandBuffer _commandBuffer;
private RendererSystemContext _rendererContext;
private VoiceContext _voiceContext;
private MixContext _mixContext;
private EffectContext _effectContext;
private SinkContext _sinkContext;
private SplitterContext _splitterContext;
private PerformanceManager _performanceManager;
public CommandGenerator(CommandBuffer commandBuffer, RendererSystemContext rendererContext, VoiceContext voiceContext, MixContext mixContext, EffectContext effectContext, SinkContext sinkContext, SplitterContext splitterContext, PerformanceManager performanceManager)
{
_commandBuffer = commandBuffer;
_rendererContext = rendererContext;
_voiceContext = voiceContext;
_mixContext = mixContext;
_effectContext = effectContext;
_sinkContext = sinkContext;
_splitterContext = splitterContext;
_performanceManager = performanceManager;
_commandBuffer.GenerateClearMixBuffer(RendererConstants.InvalidNodeId);
}
private void GenerateDataSource(ref VoiceState voiceState, Memory<VoiceUpdateState> dspState, int channelIndex)
{
if (voiceState.MixId != RendererConstants.UnusedMixId)
{
ref MixState mix = ref _mixContext.GetState(voiceState.MixId);
_commandBuffer.GenerateDepopPrepare(dspState,
_rendererContext.DepopBuffer,
mix.BufferCount,
mix.BufferOffset,
voiceState.NodeId,
voiceState.WasPlaying);
}
else if (voiceState.SplitterId != RendererConstants.UnusedSplitterId)
{
int destinationId = 0;
while (true)
{
Span<SplitterDestination> destinationSpan = _splitterContext.GetDestination((int)voiceState.SplitterId, destinationId++);
if (destinationSpan.IsEmpty)
{
break;
}
ref SplitterDestination destination = ref destinationSpan[0];
if (destination.IsConfigured())
{
int mixId = destination.DestinationId;
if (mixId < _mixContext.GetCount() && mixId != RendererConstants.UnusedSplitterIdInt)
{
ref MixState mix = ref _mixContext.GetState(mixId);
_commandBuffer.GenerateDepopPrepare(dspState,
_rendererContext.DepopBuffer,
mix.BufferCount,
mix.BufferOffset,
voiceState.NodeId,
voiceState.WasPlaying);
destination.MarkAsNeedToUpdateInternalState();
}
}
}
}
if (!voiceState.WasPlaying)
{
if (_rendererContext.BehaviourContext.IsWaveBufferVersion2Supported())
{
_commandBuffer.GenerateDataSourceVersion2(ref voiceState,
dspState,
(ushort)_rendererContext.MixBufferCount,
(ushort)channelIndex,
voiceState.NodeId);
}
else
{
switch (voiceState.SampleFormat)
{
case SampleFormat.PcmInt16:
_commandBuffer.GeneratePcmInt16DataSourceVersion1(ref voiceState,
dspState,
(ushort)_rendererContext.MixBufferCount,
(ushort)channelIndex,
voiceState.NodeId);
break;
case SampleFormat.PcmFloat:
_commandBuffer.GeneratePcmFloatDataSourceVersion1(ref voiceState,
dspState,
(ushort)_rendererContext.MixBufferCount,
(ushort)channelIndex,
voiceState.NodeId);
break;
case SampleFormat.Adpcm:
_commandBuffer.GenerateAdpcmDataSourceVersion1(ref voiceState,
dspState,
(ushort)_rendererContext.MixBufferCount,
voiceState.NodeId);
break;
default:
throw new NotImplementedException($"Unsupported data source {voiceState.SampleFormat}");
}
}
}
}
private void GenerateBiquadFilterForVoice(ref VoiceState voiceState, Memory<VoiceUpdateState> state, int baseIndex, int bufferOffset, int nodeId)
{
for (int i = 0; i < voiceState.BiquadFilters.Length; i++)
{
ref BiquadFilterParameter filter = ref voiceState.BiquadFilters[i];
if (filter.Enable)
{
Memory<byte> biquadStateRawMemory = SpanMemoryManager<byte>.Cast(state).Slice(VoiceUpdateState.BiquadStateOffset, VoiceUpdateState.BiquadStateSize * RendererConstants.VoiceBiquadFilterCount);
Memory<BiquadFilterState> stateMemory = SpanMemoryManager<BiquadFilterState>.Cast(biquadStateRawMemory);
_commandBuffer.GenerateBiquadFilter(baseIndex,
ref filter,
stateMemory.Slice(i, 1),
bufferOffset,
bufferOffset,
!voiceState.BiquadFilterNeedInitialization[i],
nodeId);
}
}
}
private void GenerateVoiceMix(Span<float> mixVolumes, Span<float> previousMixVolumes, Memory<VoiceUpdateState> state, uint bufferOffset, uint bufferCount, uint bufferIndex, int nodeId)
{
if (bufferCount > RendererConstants.VoiceChannelCountMax)
{
_commandBuffer.GenerateMixRampGrouped(bufferCount,
bufferIndex,
bufferOffset,
previousMixVolumes,
mixVolumes,
state,
nodeId);
}
else
{
for (int i = 0; i < bufferCount; i++)
{
float previousMixVolume = previousMixVolumes[i];
float mixVolume = mixVolumes[i];
if (mixVolume != 0.0f || previousMixVolume != 0.0f)
{
_commandBuffer.GenerateMixRamp(previousMixVolume,
mixVolume,
bufferIndex,
bufferOffset + (uint)i,
i,
state,
nodeId);
}
}
}
}
private void GenerateVoice(ref VoiceState voiceState)
{
int nodeId = voiceState.NodeId;
uint channelsCount = voiceState.ChannelsCount;
for (int channelIndex = 0; channelIndex < channelsCount; channelIndex++)
{
Memory<VoiceUpdateState> dspStateMemory = _voiceContext.GetUpdateStateForDsp(voiceState.ChannelResourceIds[channelIndex]);
ref VoiceChannelResource channelResource = ref _voiceContext.GetChannelResource(voiceState.ChannelResourceIds[channelIndex]);
PerformanceDetailType dataSourceDetailType = PerformanceDetailType.Adpcm;
if (voiceState.SampleFormat == SampleFormat.PcmInt16)
{
dataSourceDetailType = PerformanceDetailType.PcmInt16;
}
else if (voiceState.SampleFormat == SampleFormat.PcmFloat)
{
dataSourceDetailType = PerformanceDetailType.PcmFloat;
}
bool performanceInitialized = false;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, dataSourceDetailType, PerformanceEntryType.Voice, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateDataSource(ref voiceState, dspStateMemory, channelIndex);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
if (voiceState.WasPlaying)
{
voiceState.PreviousVolume = 0.0f;
}
else if (voiceState.HasAnyDestination())
{
performanceInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.BiquadFilter, PerformanceEntryType.Voice, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateBiquadFilterForVoice(ref voiceState, dspStateMemory, (int)_rendererContext.MixBufferCount, channelIndex, nodeId);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
performanceInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.VolumeRamp, PerformanceEntryType.Voice, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
_commandBuffer.GenerateVolumeRamp(voiceState.PreviousVolume,
voiceState.Volume,
_rendererContext.MixBufferCount + (uint)channelIndex,
nodeId);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
voiceState.PreviousVolume = voiceState.Volume;
if (voiceState.MixId == RendererConstants.UnusedMixId)
{
if (voiceState.SplitterId != RendererConstants.UnusedSplitterId)
{
int destinationId = channelIndex;
while (true)
{
Span<SplitterDestination> destinationSpan = _splitterContext.GetDestination((int)voiceState.SplitterId, destinationId);
if (destinationSpan.IsEmpty)
{
break;
}
ref SplitterDestination destination = ref destinationSpan[0];
destinationId += (int)channelsCount;
if (destination.IsConfigured())
{
int mixId = destination.DestinationId;
if (mixId < _mixContext.GetCount() && mixId != RendererConstants.UnusedSplitterIdInt)
{
ref MixState mix = ref _mixContext.GetState(mixId);
GenerateVoiceMix(destination.MixBufferVolume,
destination.PreviousMixBufferVolume,
dspStateMemory,
mix.BufferOffset,
mix.BufferCount,
_rendererContext.MixBufferCount + (uint)channelIndex,
nodeId);
destination.MarkAsNeedToUpdateInternalState();
}
}
}
}
}
else
{
ref MixState mix = ref _mixContext.GetState(voiceState.MixId);
performanceInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.Mix, PerformanceEntryType.Voice, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateVoiceMix(channelResource.Mix.ToSpan(),
channelResource.PreviousMix.ToSpan(),
dspStateMemory,
mix.BufferOffset,
mix.BufferCount,
_rendererContext.MixBufferCount + (uint)channelIndex,
nodeId);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
channelResource.UpdateState();
}
for (int i = 0; i < voiceState.BiquadFilterNeedInitialization.Length; i++)
{
voiceState.BiquadFilterNeedInitialization[i] = voiceState.BiquadFilters[i].Enable;
}
}
}
}
public void GenerateVoices()
{
for (int i = 0; i < _voiceContext.GetCount(); i++)
{
ref VoiceState sortedState = ref _voiceContext.GetSortedState(i);
if (!sortedState.ShouldSkip() && sortedState.UpdateForCommandGeneration(_voiceContext))
{
int nodeId = sortedState.NodeId;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.GetNextEntry(out performanceEntry, PerformanceEntryType.Voice, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateVoice(ref sortedState);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
}
_splitterContext.UpdateInternalState();
}
public void GeneratePerformance(ref PerformanceEntryAddresses performanceEntryAddresses, PerformanceCommand.Type type, int nodeId)
{
_commandBuffer.GeneratePerformance(ref performanceEntryAddresses, type, nodeId);
}
private void GenerateBufferMixerEffect(int bufferOffset, BufferMixEffect effect, int nodeId)
{
Debug.Assert(effect.Type == EffectType.BufferMix);
if (effect.IsEnabled)
{
for (int i = 0; i < effect.Parameter.MixesCount; i++)
{
if (effect.Parameter.Volumes[i] != 0.0f)
{
_commandBuffer.GenerateMix((uint)bufferOffset + effect.Parameter.Input[i],
(uint)bufferOffset + effect.Parameter.Output[i],
nodeId,
effect.Parameter.Volumes[i]);
}
}
}
}
private void GenerateAuxEffect(uint bufferOffset, AuxiliaryBufferEffect effect, int nodeId)
{
Debug.Assert(effect.Type == EffectType.AuxiliaryBuffer);
if (effect.IsEnabled)
{
effect.GetWorkBuffer(0);
effect.GetWorkBuffer(1);
}
if (effect.State.SendBufferInfoBase != 0 && effect.State.ReturnBufferInfoBase != 0)
{
int i = 0;
uint writeOffset = 0;
for (uint channelIndex = effect.Parameter.ChannelCount; channelIndex != 0; channelIndex--)
{
uint newUpdateCount = writeOffset + _commandBuffer.CommandList.SampleCount;
uint updateCount;
if ((channelIndex - 1) != 0)
{
updateCount = 0;
}
else
{
updateCount = newUpdateCount;
}
_commandBuffer.GenerateAuxEffect(bufferOffset,
effect.Parameter.Input[i],
effect.Parameter.Output[i],
ref effect.State,
effect.IsEnabled,
effect.Parameter.BufferStorageSize,
effect.State.SendBufferInfoBase,
effect.State.ReturnBufferInfoBase,
updateCount,
writeOffset,
nodeId);
writeOffset = newUpdateCount;
i++;
}
}
}
private void GenerateDelayEffect(uint bufferOffset, DelayEffect effect, int nodeId)
{
Debug.Assert(effect.Type == EffectType.Delay);
ulong workBuffer = effect.GetWorkBuffer(-1);
_commandBuffer.GenerateDelayEffect(bufferOffset, effect.Parameter, effect.State, effect.IsEnabled, workBuffer, nodeId);
}
private void GenerateReverbEffect(uint bufferOffset, ReverbEffect effect, int nodeId, bool isLongSizePreDelaySupported)
{
Debug.Assert(effect.Type == EffectType.Reverb);
ulong workBuffer = effect.GetWorkBuffer(-1);
_commandBuffer.GenerateReverbEffect(bufferOffset, effect.Parameter, effect.State, effect.IsEnabled, workBuffer, nodeId, isLongSizePreDelaySupported);
}
private void GenerateReverb3dEffect(uint bufferOffset, Reverb3dEffect effect, int nodeId)
{
Debug.Assert(effect.Type == EffectType.Reverb3d);
ulong workBuffer = effect.GetWorkBuffer(-1);
_commandBuffer.GenerateReverb3dEffect(bufferOffset, effect.Parameter, effect.State, effect.IsEnabled, workBuffer, nodeId);
}
private void GenerateBiquadFilterEffect(uint bufferOffset, BiquadFilterEffect effect, int nodeId)
{
Debug.Assert(effect.Type == EffectType.BiquadFilter);
if (effect.IsEnabled)
{
bool needInitialization = effect.Parameter.Status == UsageState.Invalid ||
(effect.Parameter.Status == UsageState.New && !_rendererContext.BehaviourContext.IsBiquadFilterEffectStateClearBugFixed());
BiquadFilterParameter parameter = new BiquadFilterParameter();
parameter.Enable = true;
effect.Parameter.Denominator.ToSpan().CopyTo(parameter.Denominator.ToSpan());
effect.Parameter.Numerator.ToSpan().CopyTo(parameter.Numerator.ToSpan());
for (int i = 0; i < effect.Parameter.ChannelCount; i++)
{
_commandBuffer.GenerateBiquadFilter((int)bufferOffset, ref parameter, effect.State.Slice(i, 1),
effect.Parameter.Input[i],
effect.Parameter.Output[i],
needInitialization,
nodeId);
}
}
else
{
for (int i = 0; i < effect.Parameter.ChannelCount; i++)
{
uint inputBufferIndex = bufferOffset + effect.Parameter.Input[i];
uint outputBufferIndex = bufferOffset + effect.Parameter.Output[i];
// If the input and output isn't the same, generate a command.
if (inputBufferIndex != outputBufferIndex)
{
_commandBuffer.GenerateCopyMixBuffer(inputBufferIndex, outputBufferIndex, nodeId);
}
}
}
}
private void GenerateEffect(ref MixState mix, BaseEffect effect)
{
int nodeId = mix.NodeId;
bool isFinalMix = mix.MixId == RendererConstants.FinalMixId;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.GetNextEntry(out performanceEntry, effect.GetPerformanceDetailType(),
isFinalMix ? PerformanceEntryType.FinalMix : PerformanceEntryType.SubMix, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
switch (effect.Type)
{
case EffectType.BufferMix:
GenerateBufferMixerEffect((int)mix.BufferOffset, (BufferMixEffect)effect, nodeId);
break;
case EffectType.AuxiliaryBuffer:
GenerateAuxEffect(mix.BufferOffset, (AuxiliaryBufferEffect)effect, nodeId);
break;
case EffectType.Delay:
GenerateDelayEffect(mix.BufferOffset, (DelayEffect)effect, nodeId);
break;
case EffectType.Reverb:
GenerateReverbEffect(mix.BufferOffset, (ReverbEffect)effect, nodeId, mix.IsLongSizePreDelaySupported);
break;
case EffectType.Reverb3d:
GenerateReverb3dEffect(mix.BufferOffset, (Reverb3dEffect)effect, nodeId);
break;
case EffectType.BiquadFilter:
GenerateBiquadFilterEffect(mix.BufferOffset, (BiquadFilterEffect)effect, nodeId);
break;
default:
throw new NotImplementedException($"Unsupported effect type {effect.Type}");
}
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
effect.UpdateForCommandGeneration();
}
private void GenerateEffects(ref MixState mix)
{
ReadOnlySpan<int> effectProcessingOrderArray = mix.EffectProcessingOrderArray;
Debug.Assert(_effectContext.GetCount() == 0 || !effectProcessingOrderArray.IsEmpty);
for (int i = 0; i < _effectContext.GetCount(); i++)
{
int effectOrder = effectProcessingOrderArray[i];
if (effectOrder == RendererConstants.InvalidProcessingOrder)
{
break;
}
// BaseEffect is a class, we don't need to pass it by ref
BaseEffect effect = _effectContext.GetEffect(effectOrder);
Debug.Assert(effect.Type != EffectType.Invalid);
Debug.Assert(effect.MixId == mix.MixId);
if (!effect.ShouldSkip())
{
GenerateEffect(ref mix, effect);
}
}
}
private void GenerateMix(ref MixState mix)
{
if (mix.HasAnyDestination())
{
Debug.Assert(mix.DestinationMixId != RendererConstants.UnusedMixId || mix.DestinationSplitterId != RendererConstants.UnusedSplitterId);
if (mix.DestinationMixId == RendererConstants.UnusedMixId)
{
if (mix.DestinationSplitterId != RendererConstants.UnusedSplitterId)
{
int destinationId = 0;
while (true)
{
int destinationIndex = destinationId++;
Span<SplitterDestination> destinationSpan = _splitterContext.GetDestination((int)mix.DestinationSplitterId, destinationIndex);
if (destinationSpan.IsEmpty)
{
break;
}
ref SplitterDestination destination = ref destinationSpan[0];
if (destination.IsConfigured())
{
int mixId = destination.DestinationId;
if (mixId < _mixContext.GetCount() && mixId != RendererConstants.UnusedSplitterIdInt)
{
ref MixState destinationMix = ref _mixContext.GetState(mixId);
uint inputBufferIndex = mix.BufferOffset + ((uint)destinationIndex % mix.BufferCount);
for (uint bufferDestinationIndex = 0; bufferDestinationIndex < destinationMix.BufferCount; bufferDestinationIndex++)
{
float volume = mix.Volume * destination.GetMixVolume((int)bufferDestinationIndex);
if (volume != 0.0f)
{
_commandBuffer.GenerateMix(inputBufferIndex,
destinationMix.BufferOffset + bufferDestinationIndex,
mix.NodeId,
volume);
}
}
}
}
}
}
}
else
{
ref MixState destinationMix = ref _mixContext.GetState(mix.DestinationMixId);
for (uint bufferIndex = 0; bufferIndex < mix.BufferCount; bufferIndex++)
{
for (uint bufferDestinationIndex = 0; bufferDestinationIndex < destinationMix.BufferCount; bufferDestinationIndex++)
{
float volume = mix.Volume * mix.GetMixBufferVolume((int)bufferIndex, (int)bufferDestinationIndex);
if (volume != 0.0f)
{
_commandBuffer.GenerateMix(mix.BufferOffset + bufferIndex,
destinationMix.BufferOffset + bufferDestinationIndex,
mix.NodeId,
volume);
}
}
}
}
}
}
private void GenerateSubMix(ref MixState subMix)
{
_commandBuffer.GenerateDepopForMixBuffersCommand(_rendererContext.DepopBuffer,
subMix.BufferOffset,
subMix.BufferCount,
subMix.NodeId,
subMix.SampleRate);
GenerateEffects(ref subMix);
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
int nodeId = subMix.NodeId;
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.Mix, PerformanceEntryType.SubMix, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateMix(ref subMix);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
public void GenerateSubMixes()
{
for (int id = 0; id < _mixContext.GetCount(); id++)
{
ref MixState sortedState = ref _mixContext.GetSortedState(id);
if (sortedState.IsUsed && sortedState.MixId != RendererConstants.FinalMixId)
{
int nodeId = sortedState.NodeId;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.GetNextEntry(out performanceEntry, PerformanceEntryType.SubMix, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateSubMix(ref sortedState);
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
}
}
private void GenerateFinalMix()
{
ref MixState finalMix = ref _mixContext.GetFinalState();
_commandBuffer.GenerateDepopForMixBuffersCommand(_rendererContext.DepopBuffer,
finalMix.BufferOffset,
finalMix.BufferCount,
finalMix.NodeId,
finalMix.SampleRate);
GenerateEffects(ref finalMix);
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
int nodeId = finalMix.NodeId;
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.Mix, PerformanceEntryType.FinalMix, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
// Only generate volume command if the volume isn't 100%.
if (finalMix.Volume != 1.0f)
{
for (uint bufferIndex = 0; bufferIndex < finalMix.BufferCount; bufferIndex++)
{
bool performanceSubInitialized = false;
if (_performanceManager != null && _performanceManager.IsTargetNodeId(nodeId) && _performanceManager.GetNextEntry(out performanceEntry, PerformanceDetailType.VolumeRamp, PerformanceEntryType.FinalMix, nodeId))
{
performanceSubInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
_commandBuffer.GenerateVolume(finalMix.Volume,
finalMix.BufferOffset + bufferIndex,
nodeId);
if (performanceSubInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
}
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
public void GenerateFinalMixes()
{
int nodeId = _mixContext.GetFinalState().NodeId;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
bool performanceInitialized = false;
if (_performanceManager != null && _performanceManager.GetNextEntry(out performanceEntry, PerformanceEntryType.FinalMix, nodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, nodeId);
}
GenerateFinalMix();
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, nodeId);
}
}
private void GenerateCircularBuffer(CircularBufferSink sink, ref MixState finalMix)
{
_commandBuffer.GenerateCircularBuffer(finalMix.BufferOffset, sink, RendererConstants.InvalidNodeId);
}
private void GenerateDevice(DeviceSink sink, ref MixState finalMix)
{
if (_commandBuffer.CommandList.SampleRate != 48000 && sink.UpsamplerState == null)
{
sink.UpsamplerState = _rendererContext.UpsamplerManager.Allocate();
}
bool useCustomDownMixingCommand = _rendererContext.ChannelCount == 2 && sink.Parameter.DownMixParameterEnabled;
if (useCustomDownMixingCommand)
{
_commandBuffer.GenerateDownMixSurroundToStereo(finalMix.BufferOffset,
sink.Parameter.Input.ToSpan(),
sink.Parameter.Input.ToSpan(),
sink.DownMixCoefficients,
RendererConstants.InvalidNodeId);
}
// NOTE: we do the downmixing at the DSP level as right now the renderer interface doesn't use audout.
// TODO: Remove this when audout is rewritten.
else if (_rendererContext.ChannelCount == 2 && sink.Parameter.InputCount == 6)
{
_commandBuffer.GenerateDownMixSurroundToStereo(finalMix.BufferOffset,
sink.Parameter.Input.ToSpan(),
sink.Parameter.Input.ToSpan(),
RendererConstants.DefaultSurroundToStereoCoefficients,
RendererConstants.InvalidNodeId);
}
CommandList commandList = _commandBuffer.CommandList;
if (sink.UpsamplerState != null)
{
_commandBuffer.GenerateUpsample(finalMix.BufferOffset,
sink.UpsamplerState,
sink.Parameter.InputCount,
sink.Parameter.Input.ToSpan(),
commandList.BufferCount,
commandList.SampleCount,
commandList.SampleRate,
RendererConstants.InvalidNodeId);
}
_commandBuffer.GenerateDeviceSink(finalMix.BufferOffset,
sink,
_rendererContext.SessionId,
commandList.Buffers,
RendererConstants.InvalidNodeId);
}
private void GenerateSink(BaseSink sink, ref MixState finalMix)
{
bool performanceInitialized = false;
PerformanceEntryAddresses performanceEntry = new PerformanceEntryAddresses();
if (_performanceManager != null && _performanceManager.GetNextEntry(out performanceEntry, PerformanceEntryType.Sink, sink.NodeId))
{
performanceInitialized = true;
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.Start, sink.NodeId);
}
if (!sink.ShouldSkip)
{
switch (sink.Type)
{
case SinkType.CircularBuffer:
GenerateCircularBuffer((CircularBufferSink)sink, ref finalMix);
break;
case SinkType.Device:
GenerateDevice((DeviceSink)sink, ref finalMix);
break;
default:
throw new NotImplementedException($"Unsupported sink type {sink.Type}");
}
sink.UpdateForCommandGeneration();
}
if (performanceInitialized)
{
GeneratePerformance(ref performanceEntry, PerformanceCommand.Type.End, sink.NodeId);
}
}
public void GenerateSinks()
{
ref MixState finalMix = ref _mixContext.GetFinalState();
for (int i = 0; i < _sinkContext.GetCount(); i++)
{
// BaseSink is a class, we don't need to pass it by ref
BaseSink sink = _sinkContext.GetSink(i);
if (sink.IsUsed)
{
GenerateSink(sink, ref finalMix);
}
}
}
}
}

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//
// 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.Dsp.Command;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// <see cref="ICommandProcessingTimeEstimator"/> version 1.
/// </summary>
public class CommandProcessingTimeEstimatorVersion1 : ICommandProcessingTimeEstimator
{
private uint _sampleCount;
private uint _bufferCount;
public CommandProcessingTimeEstimatorVersion1(uint sampleCount, uint bufferCount)
{
_sampleCount = sampleCount;
_bufferCount = bufferCount;
}
public uint Estimate(PerformanceCommand command)
{
return 1454;
}
public uint Estimate(ClearMixBufferCommand command)
{
return (uint)(_sampleCount * 0.83f * _bufferCount * 1.2f);
}
public uint Estimate(BiquadFilterCommand command)
{
return (uint)(_sampleCount * 58.0f * 1.2f);
}
public uint Estimate(MixRampGroupedCommand command)
{
int volumeCount = 0;
for (int i = 0; i < command.MixBufferCount; i++)
{
if (command.Volume0[i] != 0.0f || command.Volume1[i] != 0.0f)
{
volumeCount++;
}
}
return (uint)(_sampleCount * 14.4f * 1.2f * volumeCount);
}
public uint Estimate(MixRampCommand command)
{
return (uint)(_sampleCount * 14.4f * 1.2f);
}
public uint Estimate(DepopPrepareCommand command)
{
return 1080;
}
public uint Estimate(VolumeRampCommand command)
{
return (uint)(_sampleCount * 9.8f * 1.2f);
}
public uint Estimate(PcmInt16DataSourceCommandVersion1 command)
{
return (uint)(command.Pitch * 0.25f * 1.2f);
}
public uint Estimate(AdpcmDataSourceCommandVersion1 command)
{
return (uint)(command.Pitch * 0.46f * 1.2f);
}
public uint Estimate(DepopForMixBuffersCommand command)
{
return (uint)(_sampleCount * 8.9f * command.MixBufferCount);
}
public uint Estimate(CopyMixBufferCommand command)
{
// NOTE: Nintendo returns 0 here for some reasons even if it will generate a command like that on version 1.. maybe a mistake?
return 0;
}
public uint Estimate(MixCommand command)
{
return (uint)(_sampleCount * 10.0f * 1.2f);
}
public uint Estimate(DelayCommand command)
{
return (uint)(_sampleCount * command.Parameter.ChannelCount * 202.5f);
}
public uint Estimate(ReverbCommand command)
{
Debug.Assert(command.Parameter.IsChannelCountValid());
if (command.Enabled)
{
return (uint)(750 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
}
return 0;
}
public uint Estimate(Reverb3dCommand command)
{
if (command.Enabled)
{
return (uint)(530 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
}
return 0;
}
public uint Estimate(AuxiliaryBufferCommand command)
{
if (command.Enabled)
{
return 15956;
}
return 3765;
}
public uint Estimate(VolumeCommand command)
{
return (uint)(_sampleCount * 8.8f * 1.2f);
}
public uint Estimate(CircularBufferSinkCommand command)
{
return 55;
}
public uint Estimate(DownMixSurroundToStereoCommand command)
{
return 16108;
}
public uint Estimate(UpsampleCommand command)
{
return 357915;
}
public uint Estimate(DeviceSinkCommand command)
{
return 10042;
}
public uint Estimate(PcmFloatDataSourceCommandVersion1 command)
{
return 0;
}
public uint Estimate(DataSourceVersion2Command command)
{
return 0;
}
}
}

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//
// 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.Dsp.Command;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// <see cref="ICommandProcessingTimeEstimator"/> version 2. (added with REV5)
/// </summary>
public class CommandProcessingTimeEstimatorVersion2 : ICommandProcessingTimeEstimator
{
private uint _sampleCount;
private uint _bufferCount;
public CommandProcessingTimeEstimatorVersion2(uint sampleCount, uint bufferCount)
{
_sampleCount = sampleCount;
_bufferCount = bufferCount;
}
public uint Estimate(PerformanceCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)489.35f;
}
return (uint)491.18f;
}
public uint Estimate(ClearMixBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerBuffer = 668.8f;
float baseCost = 193.2f;
if (_sampleCount == 160)
{
costPerBuffer = 260.4f;
baseCost = 139.65f;
}
return (uint)(baseCost + costPerBuffer * _bufferCount);
}
public uint Estimate(BiquadFilterCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)4813.2f;
}
return (uint)6915.4f;
}
public uint Estimate(MixRampGroupedCommand command)
{
const float costPerSample = 7.245f;
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
int volumeCount = 0;
for (int i = 0; i < command.MixBufferCount; i++)
{
if (command.Volume0[i] != 0.0f || command.Volume1[i] != 0.0f)
{
volumeCount++;
}
}
return (uint)(_sampleCount * costPerSample * volumeCount);
}
public uint Estimate(MixRampCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1859.0f;
}
return (uint)2286.1f;
}
public uint Estimate(DepopPrepareCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)306.62f;
}
return (uint)293.22f;
}
public uint Estimate(VolumeRampCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1403.9f;
}
return (uint)1884.3f;
}
public uint Estimate(PcmInt16DataSourceCommandVersion1 command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 1195.5f;
float baseCost = 7797.0f;
if (_sampleCount == 160)
{
costPerSample = 749.27f;
baseCost = 6138.9f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(AdpcmDataSourceCommandVersion1 command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 3564.1f;
float baseCost = 6225.5f;
if (_sampleCount == 160)
{
costPerSample = 2125.6f;
baseCost = 9039.5f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(DepopForMixBuffersCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)762.96f;
}
return (uint)726.96f;
}
public uint Estimate(CopyMixBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)836.32f;
}
return (uint)1000.9f;
}
public uint Estimate(MixCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1342.2f;
}
return (uint)1833.2f;
}
public uint Estimate(DelayCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)41636.0f;
case 2:
return (uint)97861.0f;
case 4:
return (uint)192520.0f;
case 6:
return (uint)301760.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)578.53f;
case 2:
return (uint)663.06f;
case 4:
return (uint)703.98f;
case 6:
return (uint)760.03f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)8770.3f;
case 2:
return (uint)25741.0f;
case 4:
return (uint)47551.0f;
case 6:
return (uint)81629.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)521.28f;
case 2:
return (uint)585.4f;
case 4:
return (uint)629.88f;
case 6:
return (uint)713.57f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(ReverbCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)97192.0f;
case 2:
return (uint)103280.0f;
case 4:
return (uint)109580.0f;
case 6:
return (uint)115070.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)492.01f;
case 2:
return (uint)554.46f;
case 4:
return (uint)595.86f;
case 6:
return (uint)656.62f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)136460.0f;
case 2:
return (uint)145750.0f;
case 4:
return (uint)154800.0f;
case 6:
return (uint)161970.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)495.79f;
case 2:
return (uint)527.16f;
case 4:
return (uint)598.75f;
case 6:
return (uint)666.03f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(Reverb3dCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)138840.0f;
case 2:
return (uint)135430.0f;
case 4:
return (uint)199180.0f;
case 6:
return (uint)247350.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)718.7f;
case 2:
return (uint)751.3f;
case 4:
return (uint)797.46f;
case 6:
return (uint)867.43f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)199950.0f;
case 2:
return (uint)195200.0f;
case 4:
return (uint)290580.0f;
case 6:
return (uint)363490.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)534.24f;
case 2:
return (uint)570.87f;
case 4:
return (uint)660.93f;
case 6:
return (uint)694.6f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(AuxiliaryBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
return (uint)7177.9f;
}
return (uint)489.16f;
}
if (command.Enabled)
{
return (uint)9499.8f;
}
return (uint)485.56f;
}
public uint Estimate(VolumeCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1280.3f;
}
return (uint)1737.8f;
}
public uint Estimate(CircularBufferSinkCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerBuffer = 1726.0f;
float baseCost = 1369.7f;
if (_sampleCount == 160)
{
costPerBuffer = 853.63f;
baseCost = 1284.5f;
}
return (uint)(baseCost + costPerBuffer * command.InputCount);
}
public uint Estimate(DownMixSurroundToStereoCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)10009.0f;
}
return (uint)14577.0f;
}
public uint Estimate(UpsampleCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)292000.0f;
}
return (uint)0.0f;
}
public uint Estimate(DeviceSinkCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
Debug.Assert(command.InputCount == 2 || command.InputCount == 6);
if (command.InputCount == 2)
{
if (_sampleCount == 160)
{
return (uint)9261.5f;
}
return (uint)9336.1f;
}
if (_sampleCount == 160)
{
return (uint)9111.8f;
}
return (uint)9566.7f;
}
public uint Estimate(PcmFloatDataSourceCommandVersion1 command)
{
// NOTE: This was added between REV7 and REV8 and for some reasons the estimator v2 was changed...
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 3490.9f;
float baseCost = 10091.0f;
if (_sampleCount == 160)
{
costPerSample = 2310.4f;
baseCost = 7845.3f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(DataSourceVersion2Command command)
{
return 0;
}
}
}

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//
// 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.Dsp.Command;
using System;
using System.Diagnostics;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// <see cref="ICommandProcessingTimeEstimator"/> version 3. (added with REV8)
/// </summary>
public class CommandProcessingTimeEstimatorVersion3 : ICommandProcessingTimeEstimator
{
private uint _sampleCount;
private uint _bufferCount;
public CommandProcessingTimeEstimatorVersion3(uint sampleCount, uint bufferCount)
{
_sampleCount = sampleCount;
_bufferCount = bufferCount;
}
public uint Estimate(PerformanceCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)498.17f;
}
return (uint)489.42f;
}
public uint Estimate(ClearMixBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerBuffer = 440.68f;
float baseCost = 0;
if (_sampleCount == 160)
{
costPerBuffer = 266.65f;
}
return (uint)(baseCost + costPerBuffer * _bufferCount);
}
public uint Estimate(BiquadFilterCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)4173.2f;
}
return (uint)5585.1f;
}
public uint Estimate(MixRampGroupedCommand command)
{
float costPerSample = 6.4434f;
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
costPerSample = 6.708f;
}
int volumeCount = 0;
for (int i = 0; i < command.MixBufferCount; i++)
{
if (command.Volume0[i] != 0.0f || command.Volume1[i] != 0.0f)
{
volumeCount++;
}
}
return (uint)(_sampleCount * costPerSample * volumeCount);
}
public uint Estimate(MixRampCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1968.7f;
}
return (uint)2459.4f;
}
public uint Estimate(DepopPrepareCommand command)
{
return 0;
}
public uint Estimate(VolumeRampCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1425.3f;
}
return (uint)1700.0f;
}
public uint Estimate(PcmInt16DataSourceCommandVersion1 command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 710.143f;
float baseCost = 7853.286f;
if (_sampleCount == 160)
{
costPerSample = 427.52f;
baseCost = 6329.442f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(AdpcmDataSourceCommandVersion1 command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 3564.1f;
float baseCost = 9736.702f;
if (_sampleCount == 160)
{
costPerSample = 2125.6f;
baseCost = 7913.808f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(DepopForMixBuffersCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)739.64f;
}
return (uint)910.97f;
}
public uint Estimate(CopyMixBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)842.59f;
}
return (uint)986.72f;
}
public uint Estimate(MixCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1402.8f;
}
return (uint)1853.2f;
}
public uint Estimate(DelayCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)8929.04f;
case 2:
return (uint)25500.75f;
case 4:
return (uint)47759.62f;
case 6:
return (uint)82203.07f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)1295.20f;
case 2:
return (uint)1213.60f;
case 4:
return (uint)942.03f;
case 6:
return (uint)1001.55f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)11941.05f;
case 2:
return (uint)37197.37f;
case 4:
return (uint)69749.84f;
case 6:
return (uint)120042.40f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)997.67f;
case 2:
return (uint)977.63f;
case 4:
return (uint)792.30f;
case 6:
return (uint)875.43f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(ReverbCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)81475.05f;
case 2:
return (uint)84975.0f;
case 4:
return (uint)91625.15f;
case 6:
return (uint)95332.27f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)536.30f;
case 2:
return (uint)588.70f;
case 4:
return (uint)643.70f;
case 6:
return (uint)706.0f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)120174.47f;
case 2:
return (uint)25262.22f;
case 4:
return (uint)135751.23f;
case 6:
return (uint)141129.23f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)617.64f;
case 2:
return (uint)659.54f;
case 4:
return (uint)711.43f;
case 6:
return (uint)778.07f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(Reverb3dCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)116754.0f;
case 2:
return (uint)125912.05f;
case 4:
return (uint)146336.03f;
case 6:
return (uint)165812.66f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)734.0f;
case 2:
return (uint)766.62f;
case 4:
return (uint)797.46f;
case 6:
return (uint)867.43f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
if (command.Enabled)
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)170292.34f;
case 2:
return (uint)183875.63f;
case 4:
return (uint)214696.19f;
case 6:
return (uint)243846.77f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
else
{
switch (command.Parameter.ChannelCount)
{
case 1:
return (uint)508.47f;
case 2:
return (uint)582.45f;
case 4:
return (uint)626.42f;
case 6:
return (uint)682.47f;
default:
throw new NotImplementedException($"{command.Parameter.ChannelCount}");
}
}
}
public uint Estimate(AuxiliaryBufferCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
if (command.Enabled)
{
return (uint)7182.14f;
}
return (uint)472.11f;
}
if (command.Enabled)
{
return (uint)9435.96f;
}
return (uint)462.62f;
}
public uint Estimate(VolumeCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)1311.1f;
}
return (uint)1713.6f;
}
public uint Estimate(CircularBufferSinkCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerBuffer = 770.26f;
float baseCost = 0f;
if (_sampleCount == 160)
{
costPerBuffer = 531.07f;
}
return (uint)(baseCost + costPerBuffer * command.InputCount);
}
public uint Estimate(DownMixSurroundToStereoCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)9949.7f;
}
return (uint)14679.0f;
}
public uint Estimate(UpsampleCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
if (_sampleCount == 160)
{
return (uint)312990.0f;
}
return (uint)0.0f;
}
public uint Estimate(DeviceSinkCommand command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
Debug.Assert(command.InputCount == 2 || command.InputCount == 6);
if (command.InputCount == 2)
{
if (_sampleCount == 160)
{
return (uint)8980.0f;
}
return (uint)9221.9f;
}
if (_sampleCount == 160)
{
return (uint)9177.9f;
}
return (uint)9725.9f;
}
public uint Estimate(PcmFloatDataSourceCommandVersion1 command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
float costPerSample = 3490.9f;
float baseCost = 10090.9f;
if (_sampleCount == 160)
{
costPerSample = 2310.4f;
baseCost = 7845.25f;
}
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f))));
}
public uint Estimate(DataSourceVersion2Command command)
{
Debug.Assert(_sampleCount == 160 || _sampleCount == 240);
(float baseCost, float costPerSample) = GetCostByFormat(_sampleCount, command.SampleFormat, command.SrcQuality);
return (uint)(baseCost + (costPerSample * (((command.SampleRate / 200.0f) / _sampleCount) * (command.Pitch * 0.000030518f) - 1.0f)));
}
private static (float, float) GetCostByFormat(uint sampleCount, SampleFormat format, SampleRateConversionQuality quality)
{
Debug.Assert(sampleCount == 160 || sampleCount == 240);
switch (format)
{
case SampleFormat.PcmInt16:
switch (quality)
{
case SampleRateConversionQuality.Default:
if (sampleCount == 160)
{
return (6329.44f, 427.52f);
}
return (7853.28f, 710.14f);
case SampleRateConversionQuality.High:
if (sampleCount == 160)
{
return (8049.42f, 371.88f);
}
return (10138.84f, 610.49f);
case SampleRateConversionQuality.Low:
if (sampleCount == 160)
{
return (5062.66f, 423.43f);
}
return (5810.96f, 676.72f);
default:
throw new NotImplementedException($"{format} {quality}");
}
case SampleFormat.PcmFloat:
switch (quality)
{
case SampleRateConversionQuality.Default:
if (sampleCount == 160)
{
return (7845.25f, 2310.4f);
}
return (10090.9f, 3490.9f);
case SampleRateConversionQuality.High:
if (sampleCount == 160)
{
return (9446.36f, 2308.91f);
}
return (12520.85f, 3480.61f);
case SampleRateConversionQuality.Low:
if (sampleCount == 160)
{
return (9446.36f, 2308.91f);
}
return (12520.85f, 3480.61f);
default:
throw new NotImplementedException($"{format} {quality}");
}
case SampleFormat.Adpcm:
switch (quality)
{
case SampleRateConversionQuality.Default:
if (sampleCount == 160)
{
return (7913.81f, 1827.66f);
}
return (9736.70f, 2756.37f);
case SampleRateConversionQuality.High:
if (sampleCount == 160)
{
return (9607.81f, 1829.29f);
}
return (12154.38f, 2731.31f);
case SampleRateConversionQuality.Low:
if (sampleCount == 160)
{
return (6517.48f, 1824.61f);
}
return (7929.44f, 2732.15f);
default:
throw new NotImplementedException($"{format} {quality}");
}
default:
throw new NotImplementedException($"{format}");
}
}
}
}

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//
// 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.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for an auxiliary buffer effect.
/// </summary>
public class AuxiliaryBufferEffect : BaseEffect
{
/// <summary>
/// The auxiliary buffer parameter.
/// </summary>
public AuxiliaryBufferParameter Parameter;
/// <summary>
/// Auxiliary buffer state.
/// </summary>
public AuxiliaryBufferAddresses State;
public override EffectType TargetEffectType => EffectType.AuxiliaryBuffer;
public override DspAddress GetWorkBuffer(int index)
{
return WorkBuffers[index].GetReference(true);
}
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
UpdateParameterBase(ref parameter);
Parameter = MemoryMarshal.Cast<byte, AuxiliaryBufferParameter>(parameter.SpecificData)[0];
IsEnabled = parameter.IsEnabled;
updateErrorInfo = new BehaviourParameter.ErrorInfo();
if (BufferUnmapped || parameter.IsNew)
{
ulong bufferSize = (ulong)Unsafe.SizeOf<int>() * Parameter.BufferStorageSize + (ulong)Unsafe.SizeOf<AuxiliaryBufferHeader>() * 2;
bool sendBufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], Parameter.SendBufferInfoAddress, bufferSize);
bool returnBufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[1], Parameter.ReturnBufferInfoAddress, bufferSize);
BufferUnmapped = sendBufferUnmapped && returnBufferUnmapped;
if (!BufferUnmapped)
{
DspAddress sendDspAddress = WorkBuffers[0].GetReference(false);
DspAddress returnDspAddress = WorkBuffers[1].GetReference(false);
State.SendBufferInfo = sendDspAddress + (uint)Unsafe.SizeOf<AuxiliaryBufferHeader>();
State.SendBufferInfoBase = sendDspAddress + (uint)Unsafe.SizeOf<AuxiliaryBufferHeader>() * 2;
State.ReturnBufferInfo = returnDspAddress + (uint)Unsafe.SizeOf<AuxiliaryBufferHeader>();
State.ReturnBufferInfoBase = returnDspAddress + (uint)Unsafe.SizeOf<AuxiliaryBufferHeader>() * 2;
}
}
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
}
}
}

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//
// 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}");
}
}
}
}

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//
// 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.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a biquad filter effect.
/// </summary>
public class BiquadFilterEffect : BaseEffect
{
/// <summary>
/// The biquad filter parameter.
/// </summary>
public BiquadFilterEffectParameter Parameter;
/// <summary>
/// The biquad filter state.
/// </summary>
public Memory<BiquadFilterState> State { get; }
/// <summary>
/// Create a new <see cref="BiquadFilterEffect"/>.
/// </summary>
public BiquadFilterEffect()
{
Parameter = new BiquadFilterEffectParameter();
State = new BiquadFilterState[RendererConstants.ChannelCountMax];
}
public override EffectType TargetEffectType => EffectType.BiquadFilter;
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
UpdateParameterBase(ref parameter);
Parameter = MemoryMarshal.Cast<byte, BiquadFilterEffectParameter>(parameter.SpecificData)[0];
IsEnabled = parameter.IsEnabled;
updateErrorInfo = new BehaviourParameter.ErrorInfo();
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
Parameter.Status = UsageState.Enabled;
}
}
}

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//
// 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.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a buffer mix effect.
/// </summary>
public class BufferMixEffect : BaseEffect
{
/// <summary>
/// The buffer mix parameter.
/// </summary>
public BufferMixParameter Parameter;
public override EffectType TargetEffectType => EffectType.BufferMix;
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
UpdateParameterBase(ref parameter);
Parameter = MemoryMarshal.Cast<byte, BufferMixParameter>(parameter.SpecificData)[0];
IsEnabled = parameter.IsEnabled;
updateErrorInfo = new BehaviourParameter.ErrorInfo();
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
}
}
}

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//
// 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.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a delay effect.
/// </summary>
public class DelayEffect : BaseEffect
{
/// <summary>
/// The delay parameter.
/// </summary>
public DelayParameter Parameter;
/// <summary>
/// The delay state.
/// </summary>
public Memory<DelayState> State { get; }
public DelayEffect()
{
State = new DelayState[1];
}
public override EffectType TargetEffectType => EffectType.Delay;
public override DspAddress GetWorkBuffer(int index)
{
return GetSingleBuffer();
}
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref DelayParameter delayParameter = ref MemoryMarshal.Cast<byte, DelayParameter>(parameter.SpecificData)[0];
updateErrorInfo = new BehaviourParameter.ErrorInfo();
if (delayParameter.IsChannelCountMaxValid())
{
UpdateParameterBase(ref parameter);
UsageState oldParameterStatus = Parameter.Status;
Parameter = delayParameter;
if (delayParameter.IsChannelCountValid())
{
IsEnabled = parameter.IsEnabled;
if (oldParameterStatus != UsageState.Enabled)
{
Parameter.Status = oldParameterStatus;
}
if (BufferUnmapped || parameter.IsNew)
{
UsageState = UsageState.New;
Parameter.Status = UsageState.Invalid;
BufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], parameter.BufferBase, parameter.BufferSize);
}
}
}
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
Parameter.Status = UsageState.Enabled;
}
}
}

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//
// 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 System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Effect context.
/// </summary>
public class EffectContext
{
/// <summary>
/// Storage for <see cref="BaseEffect"/>.
/// </summary>
private BaseEffect[] _effects;
/// <summary>
/// The total effect count.
/// </summary>
private uint _effectCount;
/// <summary>
/// Create a new <see cref="EffectContext"/>.
/// </summary>
public EffectContext()
{
_effects = null;
_effectCount = 0;
}
/// <summary>
/// Initialize the <see cref="EffectContext"/>.
/// </summary>
/// <param name="effectCount">The total effect count.</param>
public void Initialize(uint effectCount)
{
_effectCount = effectCount;
_effects = new BaseEffect[effectCount];
for (int i = 0; i < _effectCount; i++)
{
_effects[i] = new BaseEffect();
}
}
/// <summary>
/// Get the total effect count.
/// </summary>
/// <returns>The total effect count.</returns>
public uint GetCount()
{
return _effectCount;
}
/// <summary>
/// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
/// </summary>
/// <param name="index">The index to use.</param>
/// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
public ref BaseEffect GetEffect(int index)
{
Debug.Assert(index >= 0 && index < _effectCount);
return ref _effects[index];
}
}
}

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//
// 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.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a 3D reverberation effect.
/// </summary>
public class Reverb3dEffect : BaseEffect
{
/// <summary>
/// The 3D reverberation parameter.
/// </summary>
public Reverb3dParameter Parameter;
/// <summary>
/// The 3D reverberation state.
/// </summary>
public Memory<Reverb3dState> State { get; }
public Reverb3dEffect()
{
State = new Reverb3dState[1];
}
public override EffectType TargetEffectType => EffectType.Reverb3d;
public override ulong GetWorkBuffer(int index)
{
return GetSingleBuffer();
}
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref Reverb3dParameter reverbParameter = ref MemoryMarshal.Cast<byte, Reverb3dParameter>(parameter.SpecificData)[0];
updateErrorInfo = new BehaviourParameter.ErrorInfo();
if (reverbParameter.IsChannelCountMaxValid())
{
UpdateParameterBase(ref parameter);
UsageState oldParameterStatus = Parameter.ParameterStatus;
Parameter = reverbParameter;
if (reverbParameter.IsChannelCountValid())
{
IsEnabled = parameter.IsEnabled;
if (oldParameterStatus != UsageState.Enabled)
{
Parameter.ParameterStatus = oldParameterStatus;
}
if (BufferUnmapped || parameter.IsNew)
{
UsageState = UsageState.New;
Parameter.ParameterStatus = UsageState.Invalid;
BufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], parameter.BufferBase, parameter.BufferSize);
}
}
}
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
Parameter.ParameterStatus = UsageState.Enabled;
}
}
}

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//
// 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.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a reverberation effect.
/// </summary>
public class ReverbEffect : BaseEffect
{
/// <summary>
/// The reverberation parameter.
/// </summary>
public ReverbParameter Parameter;
/// <summary>
/// The reverberation state.
/// </summary>
public Memory<ReverbState> State { get; }
/// <summary>
/// Create a new <see cref="ReverbEffect"/>.
/// </summary>
public ReverbEffect()
{
State = new ReverbState[1];
}
public override EffectType TargetEffectType => EffectType.Reverb;
public override ulong GetWorkBuffer(int index)
{
return GetSingleBuffer();
}
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref ReverbParameter reverbParameter = ref MemoryMarshal.Cast<byte, ReverbParameter>(parameter.SpecificData)[0];
updateErrorInfo = new BehaviourParameter.ErrorInfo();
if (reverbParameter.IsChannelCountMaxValid())
{
UpdateParameterBase(ref parameter);
UsageState oldParameterStatus = Parameter.Status;
Parameter = reverbParameter;
if (reverbParameter.IsChannelCountValid())
{
IsEnabled = parameter.IsEnabled;
if (oldParameterStatus != UsageState.Enabled)
{
Parameter.Status = oldParameterStatus;
}
if (BufferUnmapped || parameter.IsNew)
{
UsageState = UsageState.New;
Parameter.Status = UsageState.Invalid;
BufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], parameter.BufferBase, parameter.BufferSize);
}
}
}
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
Parameter.Status = UsageState.Enabled;
}
}
}

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//
// 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/>.
//
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// The usage state of an effect.
/// </summary>
public enum UsageState : byte
{
/// <summary>
/// The effect is in an invalid state.
/// </summary>
Invalid,
/// <summary>
/// The effect is new.
/// </summary>
New,
/// <summary>
/// The effect is enabled.
/// </summary>
Enabled,
/// <summary>
/// The effect is disabled.
/// </summary>
Disabled
}
}

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//
// 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.Dsp.Command;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// Estimate the time that a <see cref="ICommand"/> should take.
/// </summary>
/// <remarks>This is used for voice dropping.</remarks>
public interface ICommandProcessingTimeEstimator
{
uint Estimate(AuxiliaryBufferCommand command);
uint Estimate(BiquadFilterCommand command);
uint Estimate(ClearMixBufferCommand command);
uint Estimate(DelayCommand command);
uint Estimate(Reverb3dCommand command);
uint Estimate(ReverbCommand command);
uint Estimate(DepopPrepareCommand command);
uint Estimate(DepopForMixBuffersCommand command);
uint Estimate(MixCommand command);
uint Estimate(MixRampCommand command);
uint Estimate(MixRampGroupedCommand command);
uint Estimate(CopyMixBufferCommand command);
uint Estimate(PerformanceCommand command);
uint Estimate(VolumeCommand command);
uint Estimate(VolumeRampCommand command);
uint Estimate(PcmInt16DataSourceCommandVersion1 command);
uint Estimate(PcmFloatDataSourceCommandVersion1 command);
uint Estimate(AdpcmDataSourceCommandVersion1 command);
uint Estimate(DataSourceVersion2Command command);
uint Estimate(CircularBufferSinkCommand command);
uint Estimate(DeviceSinkCommand command);
uint Estimate(DownMixSurroundToStereoCommand command);
uint Estimate(UpsampleCommand command);
}
}

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//
// 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 System;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Represents the information of a region shared between the CPU and DSP.
/// </summary>
public struct AddressInfo
{
/// <summary>
/// The target CPU address of the region.
/// </summary>
public CpuAddress CpuAddress;
/// <summary>
/// The size of the region.
/// </summary>
public ulong Size;
private unsafe MemoryPoolState* _memoryPools;
/// <summary>
/// The forced DSP address of the region.
/// </summary>
public DspAddress ForceMappedDspAddress;
private unsafe ref MemoryPoolState MemoryPoolState => ref *_memoryPools;
public unsafe bool HasMemoryPoolState => (IntPtr)_memoryPools != IntPtr.Zero;
/// <summary>
/// Create an new empty <see cref="AddressInfo"/>.
/// </summary>
/// <returns>A new empty <see cref="AddressInfo"/>.</returns>
public static AddressInfo Create()
{
return Create(0, 0);
}
/// <summary>
/// Create a new <see cref="AddressInfo"/>.
/// </summary>
/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
/// <param name="size">The target size of the region.</param>
/// <returns>A new <see cref="AddressInfo"/>.</returns>
public static AddressInfo Create(CpuAddress cpuAddress, ulong size)
{
unsafe
{
return new AddressInfo
{
CpuAddress = cpuAddress,
_memoryPools = MemoryPoolState.Null,
Size = size,
ForceMappedDspAddress = 0
};
}
}
/// <summary>
/// Setup the CPU address and size of the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
/// <param name="size">The size of the region.</param>
public void Setup(CpuAddress cpuAddress, ulong size)
{
CpuAddress = cpuAddress;
Size = size;
ForceMappedDspAddress = 0;
unsafe
{
_memoryPools = MemoryPoolState.Null;
}
}
/// <summary>
/// Set the <see cref="MemoryPoolState"/> associated.
/// </summary>
/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
public void SetupMemoryPool(Span<MemoryPoolState> memoryPoolState)
{
unsafe
{
fixed (MemoryPoolState* ptr = &MemoryMarshal.GetReference(memoryPoolState))
{
SetupMemoryPool(ptr);
}
}
}
/// <summary>
/// Set the <see cref="MemoryPoolState"/> associated.
/// </summary>
/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
public unsafe void SetupMemoryPool(MemoryPoolState* memoryPoolState)
{
_memoryPools = memoryPoolState;
}
/// <summary>
/// Check if the <see cref="MemoryPoolState"/> is mapped.
/// </summary>
/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped.</returns>
public bool HasMappedMemoryPool()
{
return HasMemoryPoolState && MemoryPoolState.IsMapped();
}
/// <summary>
/// Get the DSP address associated to the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="markUsed">If true, mark the <see cref="MemoryPoolState"/> as used.</param>
/// <returns>Returns the DSP address associated to the <see cref="AddressInfo"/>.</returns>
public DspAddress GetReference(bool markUsed)
{
if (!HasMappedMemoryPool())
{
return ForceMappedDspAddress;
}
if (markUsed)
{
MemoryPoolState.IsUsed = true;
}
return MemoryPoolState.Translate(CpuAddress, Size);
}
}
}

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//
// 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 System;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Server state for a memory pool.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
public struct MemoryPoolState
{
public const int Alignment = 0x10;
/// <summary>
/// The location of the <see cref="MemoryPoolState"/>.
/// </summary>
public enum LocationType : uint
{
/// <summary>
/// <see cref="MemoryPoolState"/> located on the CPU side for user use.
/// </summary>
Cpu,
/// <summary>
/// <see cref="MemoryPoolState"/> located on the DSP side for system use.
/// </summary>
Dsp
}
/// <summary>
/// The CPU address associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public CpuAddress CpuAddress;
/// <summary>
/// The DSP address associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public DspAddress DspAddress;
/// <summary>
/// The size associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public ulong Size;
/// <summary>
/// The <see cref="LocationType"/> associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public LocationType Location;
/// <summary>
/// Set to true if the <see cref="MemoryPoolState"/> is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
public static unsafe MemoryPoolState* Null => (MemoryPoolState*)IntPtr.Zero.ToPointer();
/// <summary>
/// Create a new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.
/// </summary>
/// <param name="location">The location type to use.</param>
/// <returns>A new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.</returns>
public static MemoryPoolState Create(LocationType location)
{
return new MemoryPoolState
{
CpuAddress = 0,
DspAddress = 0,
Size = 0,
Location = location
};
}
/// <summary>
/// Set the <see cref="CpuAddress"/> and size of the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="cpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
public void SetCpuAddress(CpuAddress cpuAddress, ulong size)
{
CpuAddress = cpuAddress;
Size = size;
}
/// <summary>
/// Check if the given <see cref="CpuAddress"/> and size is contains in the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
/// <returns>True if the <see cref="CpuAddress"/> is contained inside the <see cref="MemoryPoolState"/>.</returns>
public bool Contains(CpuAddress targetCpuAddress, ulong size)
{
if (CpuAddress <= targetCpuAddress && size + targetCpuAddress <= Size + CpuAddress)
{
return true;
}
return false;
}
/// <summary>
/// Translate the given CPU address to a DSP address.
/// </summary>
/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
/// <returns>the target DSP address.</returns>
public DspAddress Translate(CpuAddress targetCpuAddress, ulong size)
{
if (Contains(targetCpuAddress, size) && IsMapped())
{
ulong offset = targetCpuAddress - CpuAddress;
return DspAddress + offset;
}
return 0;
}
/// <summary>
/// Is the <see cref="MemoryPoolState"/> mapped on the DSP?
/// </summary>
/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped on the DSP.</returns>
public bool IsMapped()
{
return DspAddress != 0;
}
}
}

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//
// 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.Utils;
using Ryujinx.Common.Logging;
using System;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using CpuAddress = System.UInt64;
using DspAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Memory pool mapping helper.
/// </summary>
public class PoolMapper
{
const uint CurrentProcessPseudoHandle = 0xFFFF8001;
/// <summary>
/// The result of <see cref="Update(ref MemoryPoolState, ref MemoryPoolInParameter, ref MemoryPoolOutStatus)"/>.
/// </summary>
public enum UpdateResult : uint
{
/// <summary>
/// No error reported.
/// </summary>
Success = 0,
/// <summary>
/// The user parameters were invalid.
/// </summary>
InvalidParameter = 1,
/// <summary>
/// <see cref="Dsp.AudioProcessor"/> mapping failed.
/// </summary>
MapError = 2,
/// <summary>
/// <see cref="Dsp.AudioProcessor"/> unmapping failed.
/// </summary>
UnmapError = 3
}
/// <summary>
/// The handle of the process owning the CPU memory manipulated.
/// </summary>
private uint _processHandle;
/// <summary>
/// The <see cref="Memory{MemoryPoolState}"/> that will be manipulated.
/// </summary>
private Memory<MemoryPoolState> _memoryPools;
/// <summary>
/// If set to true, this will try to force map memory pool even if their state are considered invalid.
/// </summary>
private bool _isForceMapEnabled;
/// <summary>
/// Create a new <see cref="PoolMapper"/> used for system mapping.
/// </summary>
/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
public PoolMapper(uint processHandle, bool isForceMapEnabled)
{
_processHandle = processHandle;
_isForceMapEnabled = isForceMapEnabled;
_memoryPools = Memory<MemoryPoolState>.Empty;
}
/// <summary>
/// Create a new <see cref="PoolMapper"/> used for user mapping.
/// </summary>
/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
/// <param name="memoryPool">The user memory pools.</param>
/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
public PoolMapper(uint processHandle, Memory<MemoryPoolState> memoryPool, bool isForceMapEnabled)
{
_processHandle = processHandle;
_memoryPools = memoryPool;
_isForceMapEnabled = isForceMapEnabled;
}
/// <summary>
/// Initialize the <see cref="MemoryPoolState"/> for system use.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> for system use.</param>
/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
/// <param name="size">The size to assign.</param>
/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
public bool InitializeSystemPool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
{
if (memoryPool.Location != MemoryPoolState.LocationType.Dsp)
{
return false;
}
return InitializePool(ref memoryPool, cpuAddress, size);
}
/// <summary>
/// Initialize the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
/// <param name="size">The size to assign.</param>
/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
public bool InitializePool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
{
memoryPool.SetCpuAddress(cpuAddress, size);
return Map(ref memoryPool) != 0;
}
/// <summary>
/// Get the process handle associated to the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
/// <returns>Returns the process handle associated to the <see cref="MemoryPoolState"/>.</returns>
public uint GetProcessHandle(ref MemoryPoolState memoryPool)
{
if (memoryPool.Location == MemoryPoolState.LocationType.Cpu)
{
return CurrentProcessPseudoHandle;
}
else if (memoryPool.Location == MemoryPoolState.LocationType.Dsp)
{
return _processHandle;
}
return 0;
}
/// <summary>
/// Map the <see cref="MemoryPoolState"/> on the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to map.</param>
/// <returns>Returns the DSP address mapped.</returns>
public DspAddress Map(ref MemoryPoolState memoryPool)
{
DspAddress result = AudioProcessorMemoryManager.Map(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
if (result != 0)
{
memoryPool.DspAddress = result;
}
return result;
}
/// <summary>
/// Unmap the <see cref="MemoryPoolState"/> from the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to unmap.</param>
/// <returns>Returns true if unmapped.</returns>
public bool Unmap(ref MemoryPoolState memoryPool)
{
if (memoryPool.IsUsed)
{
return false;
}
AudioProcessorMemoryManager.Unmap(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
memoryPool.SetCpuAddress(0, 0);
memoryPool.DspAddress = 0;
return true;
}
/// <summary>
/// Find a <see cref="MemoryPoolState"/> associated to the region given.
/// </summary>
/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
/// <param name="size">The region size.</param>
/// <returns>Returns the <see cref="MemoryPoolState"/> found or <see cref="Memory{MemoryPoolState}.Empty"/> if not found.</returns>
private Span<MemoryPoolState> FindMemoryPool(CpuAddress cpuAddress, ulong size)
{
if (!_memoryPools.IsEmpty && _memoryPools.Length > 0)
{
for (int i = 0; i < _memoryPools.Length; i++)
{
if (_memoryPools.Span[i].Contains(cpuAddress, size))
{
return _memoryPools.Span.Slice(i, 1);
}
}
}
return Span<MemoryPoolState>.Empty;
}
/// <summary>
/// Force unmap the given <see cref="AddressInfo"/>.
/// </summary>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to force unmap</param>
public void ForceUnmap(ref AddressInfo addressInfo)
{
if (_isForceMapEnabled)
{
Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
if (!memoryPool.IsEmpty)
{
AudioProcessorMemoryManager.Unmap(_processHandle, memoryPool[0].CpuAddress, memoryPool[0].Size);
return;
}
AudioProcessorMemoryManager.Unmap(_processHandle, addressInfo.CpuAddress, 0);
}
}
/// <summary>
/// Try to attach the given region to the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="errorInfo">The error information if an error was generated.</param>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to attach the region to.</param>
/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
/// <param name="size">The region size.</param>
/// <returns>Returns true if mapping was performed.</returns>
public bool TryAttachBuffer(out ErrorInfo errorInfo, ref AddressInfo addressInfo, CpuAddress cpuAddress, ulong size)
{
errorInfo = new ErrorInfo();
addressInfo.Setup(cpuAddress, size);
if (AssignDspAddress(ref addressInfo))
{
errorInfo.ErrorCode = 0x0;
errorInfo.ExtraErrorInfo = 0x0;
return true;
}
else
{
errorInfo.ErrorCode = ResultCode.InvalidAddressInfo;
errorInfo.ExtraErrorInfo = addressInfo.CpuAddress;
return _isForceMapEnabled;
}
}
/// <summary>
/// Update a <see cref="MemoryPoolState"/> using user parameters.
/// </summary>
/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to update.</param>
/// <param name="inParameter">Input user parameter.</param>
/// <param name="outStatus">Output user parameter.</param>
/// <returns>Returns the <see cref="UpdateResult"/> of the operations performed.</returns>
public UpdateResult Update(ref MemoryPoolState memoryPool, ref MemoryPoolInParameter inParameter, ref MemoryPoolOutStatus outStatus)
{
MemoryPoolUserState inputState = inParameter.State;
MemoryPoolUserState outputState;
const uint pageSize = 0x1000;
if (inputState != MemoryPoolUserState.RequestAttach && inputState != MemoryPoolUserState.RequestDetach)
{
return UpdateResult.Success;
}
if (inParameter.CpuAddress == 0 || (inParameter.CpuAddress & (pageSize - 1)) != 0)
{
return UpdateResult.InvalidParameter;
}
if (inParameter.Size == 0 || (inParameter.Size & (pageSize - 1)) != 0)
{
return UpdateResult.InvalidParameter;
}
if (inputState == MemoryPoolUserState.RequestAttach)
{
bool initializeSuccess = InitializePool(ref memoryPool, inParameter.CpuAddress, inParameter.Size);
if (!initializeSuccess)
{
memoryPool.SetCpuAddress(0, 0);
Logger.Error?.Print(LogClass.AudioRenderer, $"Map of memory pool (address: 0x{inParameter.CpuAddress:x}, size 0x{inParameter.Size:x}) failed!");
return UpdateResult.MapError;
}
outputState = MemoryPoolUserState.Attached;
}
else
{
if (memoryPool.CpuAddress != inParameter.CpuAddress || memoryPool.Size != inParameter.Size)
{
return UpdateResult.InvalidParameter;
}
if (!Unmap(ref memoryPool))
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Unmap of memory pool (address: 0x{memoryPool.CpuAddress:x}, size 0x{memoryPool.Size:x}) failed!");
return UpdateResult.UnmapError;
}
outputState = MemoryPoolUserState.Detached;
}
outStatus.State = outputState;
return UpdateResult.Success;
}
/// <summary>
/// Map the <see cref="AddressInfo"/> to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="addressInfo">The <see cref="AddressInfo"/> to map.</param>
/// <returns>Returns true if mapping was performed.</returns>
private bool AssignDspAddress(ref AddressInfo addressInfo)
{
if (addressInfo.CpuAddress == 0)
{
return false;
}
if (_memoryPools.Length > 0)
{
Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
if (!memoryPool.IsEmpty)
{
addressInfo.SetupMemoryPool(memoryPool);
return true;
}
}
if (_isForceMapEnabled)
{
DspAddress dspAddress = AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
addressInfo.ForceMappedDspAddress = dspAddress;
AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
}
else
{
unsafe
{
addressInfo.SetupMemoryPool(MemoryPoolState.Null);
}
}
return false;
}
/// <summary>
/// Remove the usage flag from all the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="memoryPool">The <see cref="Memory{MemoryPoolState}"/> to reset.</param>
public static void ClearUsageState(Memory<MemoryPoolState> memoryPool)
{
foreach (ref MemoryPoolState info in memoryPool.Span)
{
info.IsUsed = false;
}
}
}
}

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//
// 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.Server.Splitter;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Mix
{
/// <summary>
/// Mix context.
/// </summary>
public class MixContext
{
/// <summary>
/// The total mix count.
/// </summary>
private uint _mixesCount;
/// <summary>
/// Storage for <see cref="MixState"/>.
/// </summary>
private Memory<MixState> _mixes;
/// <summary>
/// Storage of the sorted indices to <see cref="MixState"/>.
/// </summary>
private Memory<int> _sortedMixes;
/// <summary>
/// Graph state.
/// </summary>
public NodeStates NodeStates { get; }
/// <summary>
/// The instance of the adjacent matrix.
/// </summary>
public EdgeMatrix EdgeMatrix { get; }
/// <summary>
/// Create a new instance of <see cref="MixContext"/>.
/// </summary>
public MixContext()
{
NodeStates = new NodeStates();
EdgeMatrix = new EdgeMatrix();
}
/// <summary>
/// Initialize the <see cref="MixContext"/>.
/// </summary>
/// <param name="sortedMixes">The storage for sorted indices.</param>
/// <param name="mixes">The storage of <see cref="MixState"/>.</param>
/// <param name="nodeStatesWorkBuffer">The storage used for the <see cref="NodeStates"/>.</param>
/// <param name="edgeMatrixWorkBuffer">The storage used for the <see cref="EdgeMatrix"/>.</param>
public void Initialize(Memory<int> sortedMixes, Memory<MixState> mixes, Memory<byte> nodeStatesWorkBuffer, Memory<byte> edgeMatrixWorkBuffer)
{
_mixesCount = (uint)mixes.Length;
_mixes = mixes;
_sortedMixes = sortedMixes;
if (!nodeStatesWorkBuffer.IsEmpty && !edgeMatrixWorkBuffer.IsEmpty)
{
NodeStates.Initialize(nodeStatesWorkBuffer, mixes.Length);
EdgeMatrix.Initialize(edgeMatrixWorkBuffer, mixes.Length);
}
int sortedId = 0;
for (int i = 0; i < _mixes.Length; i++)
{
SetSortedState(sortedId++, i);
}
}
/// <summary>
/// Associate the given <paramref name="targetIndex"/> to a given <paramref cref="id"/>.
/// </summary>
/// <param name="id">The sorted id.</param>
/// <param name="targetIndex">The index to associate.</param>
private void SetSortedState(int id, int targetIndex)
{
_sortedMixes.Span[id] = targetIndex;
}
/// <summary>
/// Get a reference to the final <see cref="MixState"/>.
/// </summary>
/// <returns>A reference to the final <see cref="MixState"/>.</returns>
public ref MixState GetFinalState()
{
return ref GetState(RendererConstants.FinalMixId);
}
/// <summary>
/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
public ref MixState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_mixes, id, _mixesCount);
}
/// <summary>
/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/> of the sorted mix info.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
public ref MixState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _mixesCount);
return ref GetState(_sortedMixes.Span[id]);
}
/// <summary>
/// Get the total mix count.
/// </summary>
/// <returns>The total mix count.</returns>
public uint GetCount()
{
return _mixesCount;
}
/// <summary>
/// Update the internal distance from the final mix value of every <see cref="MixState"/>.
/// </summary>
private void UpdateDistancesFromFinalMix()
{
foreach (ref MixState mix in _mixes.Span)
{
mix.ClearDistanceFromFinalMix();
}
for (int i = 0; i < GetCount(); i++)
{
ref MixState mix = ref GetState(i);
SetSortedState(i, i);
if (mix.IsUsed)
{
uint distance;
if (mix.MixId != RendererConstants.FinalMixId)
{
int mixId = mix.MixId;
for (distance = 0; distance < GetCount(); distance++)
{
if (mixId == RendererConstants.UnusedMixId)
{
distance = MixState.InvalidDistanceFromFinalMix;
break;
}
ref MixState distanceMix = ref GetState(mixId);
if (distanceMix.DistanceFromFinalMix != MixState.InvalidDistanceFromFinalMix)
{
distance = distanceMix.DistanceFromFinalMix + 1;
break;
}
mixId = distanceMix.DestinationMixId;
if (mixId == RendererConstants.FinalMixId)
{
break;
}
}
if (distance > GetCount())
{
distance = MixState.InvalidDistanceFromFinalMix;
}
}
else
{
distance = MixState.InvalidDistanceFromFinalMix;
}
mix.DistanceFromFinalMix = distance;
}
}
}
/// <summary>
/// Update the internal mix buffer offset of all <see cref="MixState"/>.
/// </summary>
private void UpdateMixBufferOffset()
{
uint offset = 0;
foreach (ref MixState mix in _mixes.Span)
{
mix.BufferOffset = offset;
offset += mix.BufferCount;
}
}
/// <summary>
/// Sort the mixes using distance from the final mix.
/// </summary>
public void Sort()
{
UpdateDistancesFromFinalMix();
int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedMixesTemp, (a, b) =>
{
ref MixState stateA = ref GetState(a);
ref MixState stateB = ref GetState(b);
return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix);
});
sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span);
UpdateMixBufferOffset();
}
/// <summary>
/// Sort the mixes and splitters using an adjacency matrix.
/// </summary>
/// <param name="splitterContext">The <see cref="SplitterContext"/> used.</param>
/// <returns>Return true, if no errors in the graph were detected.</returns>
public bool Sort(SplitterContext splitterContext)
{
if (splitterContext.UsingSplitter())
{
bool isValid = NodeStates.Sort(EdgeMatrix);
if (isValid)
{
ReadOnlySpan<int> sortedMixesIndex = NodeStates.GetTsortResult();
int id = 0;
for (int i = sortedMixesIndex.Length - 1; i >= 0; i--)
{
SetSortedState(id++, sortedMixesIndex[i]);
}
UpdateMixBufferOffset();
}
return isValid;
}
else
{
UpdateMixBufferOffset();
return true;
}
}
}
}

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//
// 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.Effect;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.RendererConstants;
namespace Ryujinx.Audio.Renderer.Server.Mix
{
/// <summary>
/// Server state for a mix.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
public struct MixState
{
public const uint InvalidDistanceFromFinalMix = 0x80000000;
public const int Alignment = 0x10;
/// <summary>
/// Base volume of the mix.
/// </summary>
public float Volume;
/// <summary>
/// Target sample rate of the mix.
/// </summary>
public uint SampleRate;
/// <summary>
/// Target buffer count.
/// </summary>
public uint BufferCount;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// The id of the mix.
/// </summary>
public int MixId;
/// <summary>
/// The mix node id.
/// </summary>
public int NodeId;
/// <summary>
/// the buffer offset to use for command generation.
/// </summary>
public uint BufferOffset;
/// <summary>
/// The distance of the mix from the final mix.
/// </summary>
public uint DistanceFromFinalMix;
/// <summary>
/// The effect processing order storage.
/// </summary>
private IntPtr _effectProcessingOrderArrayPointer;
/// <summary>
/// The max element count that can be found in the effect processing order storage.
/// </summary>
public uint EffectProcessingOrderArrayMaxCount;
/// <summary>
/// The mix to output the result of this mix.
/// </summary>
public int DestinationMixId;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixVolumeArray _mixVolumeArray;
/// <summary>
/// The splitter to output the result of this mix.
/// </summary>
public uint DestinationSplitterId;
/// <summary>
/// If set to true, the long size pre-delay is supported on the reverb command.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsLongSizePreDelaySupported;
[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
private struct MixVolumeArray
{
private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
}
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when no splitter id is specified.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
/// <summary>
/// Get the volume for a given connection destination.
/// </summary>
/// <param name="sourceIndex">The source node index.</param>
/// <param name="destinationIndex">The destination node index</param>
/// <returns>The volume for the given connection destination.</returns>
public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
{
return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
}
/// <summary>
/// The array used to order effects associated to this mix.
/// </summary>
public Span<int> EffectProcessingOrderArray
{
get
{
if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
{
return Span<int>.Empty;
}
unsafe
{
return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
}
}
}
/// <summary>
/// Create a new <see cref="MixState"/>
/// </summary>
/// <param name="effectProcessingOrderArray"></param>
/// <param name="behaviourContext"></param>
public MixState(Memory<int> effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this()
{
MixId = UnusedMixId;
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
DestinationMixId = UnusedMixId;
DestinationSplitterId = UnusedSplitterId;
unsafe
{
// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
}
EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported();
ClearEffectProcessingOrder();
}
/// <summary>
/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
/// </summary>
public void ClearDistanceFromFinalMix()
{
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
}
/// <summary>
/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
/// </summary>
public void ClearEffectProcessingOrder()
{
EffectProcessingOrderArray.Fill(-1);
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public bool HasAnyDestination()
{
return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
}
/// <summary>
/// Update the mix connection on the adjacency matrix.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext)
{
bool hasNewConnections;
if (DestinationSplitterId == UnusedSplitterId)
{
hasNewConnections = false;
}
else
{
ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
hasNewConnections = splitter.HasNewConnection;
}
if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
{
return false;
}
edgeMatrix.RemoveEdges(MixId);
if (parameter.DestinationMixId == UnusedMixId)
{
if (parameter.DestinationSplitterId != UnusedSplitterId)
{
ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
for (int i = 0; i < splitter.DestinationCount; i++)
{
Span<SplitterDestination> destination = splitter.GetData(i);
if (!destination.IsEmpty)
{
int destinationMixId = destination[0].DestinationId;
if (destinationMixId != UnusedMixId)
{
edgeMatrix.Connect(MixId, destinationMixId);
}
}
}
}
}
else
{
edgeMatrix.Connect(MixId, parameter.DestinationMixId);
}
DestinationMixId = parameter.DestinationMixId;
DestinationSplitterId = parameter.DestinationSplitterId;
return true;
}
/// <summary>
/// Update the mix from user information.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="effectContext">The effect context.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <returns>Return true if the mix was changed.</returns>
public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext)
{
bool isDirty;
Volume = parameter.Volume;
SampleRate = parameter.SampleRate;
BufferCount = parameter.BufferCount;
IsUsed = parameter.IsUsed;
MixId = parameter.MixId;
NodeId = parameter.NodeId;
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
if (behaviourContext.IsSplitterSupported())
{
isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext);
}
else
{
isDirty = DestinationMixId != parameter.DestinationMixId;
if (DestinationMixId != parameter.DestinationMixId)
{
DestinationMixId = parameter.DestinationMixId;
}
DestinationSplitterId = UnusedSplitterId;
}
ClearEffectProcessingOrder();
for (int i = 0; i < effectContext.GetCount(); i++)
{
ref BaseEffect effect = ref effectContext.GetEffect(i);
if (effect.MixId == MixId)
{
Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
{
return isDirty;
}
EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
}
}
return isDirty;
}
}
}

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//
// 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;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Represents a detailed entry in a performance frame.
/// </summary>
public interface IPerformanceDetailEntry
{
/// <summary>
/// Get the start time of this entry event (in microseconds).
/// </summary>
/// <returns>The start time of this entry event (in microseconds).</returns>
int GetStartTime();
/// <summary>
/// Get the start time offset in this structure.
/// </summary>
/// <returns>The start time offset in this structure.</returns>
int GetStartTimeOffset();
/// <summary>
/// Get the processing time of this entry event (in microseconds).
/// </summary>
/// <returns>The processing time of this entry event (in microseconds).</returns>
int GetProcessingTime();
/// <summary>
/// Get the processing time offset in this structure.
/// </summary>
/// <returns>The processing time offset in this structure.</returns>
int GetProcessingTimeOffset();
/// <summary>
/// Set the <paramref name="nodeId"/> of this entry.
/// </summary>
/// <param name="nodeId">The node id of this entry.</param>
void SetNodeId(int nodeId);
/// <summary>
/// Set the <see cref="PerformanceEntryType"/> of this entry.
/// </summary>
/// <param name="type">The type to use.</param>
void SetEntryType(PerformanceEntryType type);
/// <summary>
/// Set the <see cref="PerformanceDetailType"/> of this entry.
/// </summary>
/// <param name="detailType">The type to use.</param>
void SetDetailType(PerformanceDetailType detailType);
}
}

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//
// 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;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Represents an entry in a performance frame.
/// </summary>
public interface IPerformanceEntry
{
/// <summary>
/// Get the start time of this entry event (in microseconds).
/// </summary>
/// <returns>The start time of this entry event (in microseconds).</returns>
int GetStartTime();
/// <summary>
/// Get the start time offset in this structure.
/// </summary>
/// <returns>The start time offset in this structure.</returns>
int GetStartTimeOffset();
/// <summary>
/// Get the processing time of this entry event (in microseconds).
/// </summary>
/// <returns>The processing time of this entry event (in microseconds).</returns>
int GetProcessingTime();
/// <summary>
/// Get the processing time offset in this structure.
/// </summary>
/// <returns>The processing time offset in this structure.</returns>
int GetProcessingTimeOffset();
/// <summary>
/// Set the <paramref name="nodeId"/> of this entry.
/// </summary>
/// <param name="nodeId">The node id of this entry.</param>
void SetNodeId(int nodeId);
/// <summary>
/// Set the <see cref="PerformanceEntryType"/> of this entry.
/// </summary>
/// <param name="type">The type to use.</param>
void SetEntryType(PerformanceEntryType type);
}
}

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//
// 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/>.
//
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// The header of a performance frame.
/// </summary>
public interface IPerformanceHeader
{
/// <summary>
/// Get the entry count offset in this structure.
/// </summary>
/// <returns>The entry count offset in this structure.</returns>
int GetEntryCountOffset();
/// <summary>
/// Set the DSP running behind flag.
/// </summary>
/// <param name="isRunningBehind">The flag.</param>
void SetDspRunningBehind(bool isRunningBehind);
/// <summary>
/// Set the count of voices that were dropped.
/// </summary>
/// <param name="voiceCount">The count of voices that were dropped.</param>
void SetVoiceDropCount(uint voiceCount);
/// <summary>
/// Set the start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)
/// </summary>
/// <param name="startTicks">The start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)</param>
void SetStartRenderingTicks(ulong startTicks);
/// <summary>
/// Set the header magic.
/// </summary>
/// <param name="magic">The header magic.</param>
void SetMagic(uint magic);
/// <summary>
/// Set the offset of the next performance header.
/// </summary>
/// <param name="nextOffset">The offset of the next performance header.</param>
void SetNextOffset(int nextOffset);
/// <summary>
/// Set the total time taken by all the commands profiled.
/// </summary>
/// <param name="totalProcessingTime">The total time taken by all the commands profiled.</param>
void SetTotalProcessingTime(int totalProcessingTime);
/// <summary>
/// Set the index of this performance frame.
/// </summary>
/// <param name="index">The index of this performance frame.</param>
void SetIndex(uint index);
/// <summary>
/// Get the total count of entries in this frame.
/// </summary>
/// <returns>The total count of entries in this frame.</returns>
int GetEntryCount();
/// <summary>
/// Get the total count of detailed entries in this frame.
/// </summary>
/// <returns>The total count of detailed entries in this frame.</returns>
int GetEntryDetailCount();
/// <summary>
/// Set the total count of entries in this frame.
/// </summary>
/// <param name="entryCount">The total count of entries in this frame.</param>
void SetEntryCount(int entryCount);
/// <summary>
/// Set the total count of detailed entries in this frame.
/// </summary>
/// <param name="entryDetailCount">The total count of detailed entries in this frame.</param>
void SetEntryDetailCount(int entryDetailCount);
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceDetailEntry"/> for performance metrics version 1.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
public struct PerformanceDetailVersion1 : IPerformanceDetailEntry
{
/// <summary>
/// The node id associated to this detailed entry.
/// </summary>
public int NodeId;
/// <summary>
/// The start time (in microseconds) associated to this detailed entry.
/// </summary>
public int StartTime;
/// <summary>
/// The processing time (in microseconds) associated to this detailed entry.
/// </summary>
public int ProcessingTime;
/// <summary>
/// The detailed entry type associated to this detailed entry.
/// </summary>
public PerformanceDetailType DetailType;
/// <summary>
/// The entry type associated to this detailed entry.
/// </summary>
public PerformanceEntryType EntryType;
public int GetProcessingTime()
{
return ProcessingTime;
}
public int GetProcessingTimeOffset()
{
return 8;
}
public int GetStartTime()
{
return StartTime;
}
public int GetStartTimeOffset()
{
return 4;
}
public void SetDetailType(PerformanceDetailType detailType)
{
DetailType = detailType;
}
public void SetEntryType(PerformanceEntryType type)
{
EntryType = type;
}
public void SetNodeId(int nodeId)
{
NodeId = nodeId;
}
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceDetailEntry"/> for performance metrics version 2.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
public struct PerformanceDetailVersion2 : IPerformanceDetailEntry
{
/// <summary>
/// The node id associated to this detailed entry.
/// </summary>
public int NodeId;
/// <summary>
/// The start time (in microseconds) associated to this detailed entry.
/// </summary>
public int StartTime;
/// <summary>
/// The processing time (in microseconds) associated to this detailed entry.
/// </summary>
public int ProcessingTime;
/// <summary>
/// The detailed entry type associated to this detailed entry.
/// </summary>
public PerformanceDetailType DetailType;
/// <summary>
/// The entry type associated to this detailed entry.
/// </summary>
public PerformanceEntryType EntryType;
public int GetProcessingTime()
{
return ProcessingTime;
}
public int GetProcessingTimeOffset()
{
return 8;
}
public int GetStartTime()
{
return StartTime;
}
public int GetStartTimeOffset()
{
return 4;
}
public void SetDetailType(PerformanceDetailType detailType)
{
DetailType = detailType;
}
public void SetEntryType(PerformanceEntryType type)
{
EntryType = type;
}
public void SetNodeId(int nodeId)
{
NodeId = nodeId;
}
}
}

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//
// 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 System;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Information used by the performance command to store informations in the performance entry.
/// </summary>
public class PerformanceEntryAddresses
{
/// <summary>
/// The memory storing the performance entry.
/// </summary>
public Memory<int> BaseMemory;
/// <summary>
/// The offset to the start time field.
/// </summary>
public uint StartTimeOffset;
/// <summary>
/// The offset to the entry count field.
/// </summary>
public uint EntryCountOffset;
/// <summary>
/// The offset to the processing time field.
/// </summary>
public uint ProcessingTimeOffset;
/// <summary>
/// Increment the entry count.
/// </summary>
public void IncrementEntryCount()
{
BaseMemory.Span[(int)EntryCountOffset / 4]++;
}
/// <summary>
/// Set the start time in the entry.
/// </summary>
/// <param name="startTimeNano">The start time in nanoseconds.</param>
public void SetStartTime(ulong startTimeNano)
{
BaseMemory.Span[(int)StartTimeOffset / 4] = (int)(startTimeNano / 1000);
}
/// <summary>
/// Set the processing time in the entry.
/// </summary>
/// <param name="endTimeNano">The end time in nanoseconds.</param>
public void SetProcessingTime(ulong endTimeNano)
{
BaseMemory.Span[(int)ProcessingTimeOffset / 4] = (int)(endTimeNano / 1000) - BaseMemory.Span[(int)StartTimeOffset / 4];
}
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceEntry"/> for performance metrics version 1.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
public struct PerformanceEntryVersion1 : IPerformanceEntry
{
/// <summary>
/// The node id associated to this entry.
/// </summary>
public int NodeId;
/// <summary>
/// The start time (in microseconds) associated to this entry.
/// </summary>
public int StartTime;
/// <summary>
/// The processing time (in microseconds) associated to this entry.
/// </summary>
public int ProcessingTime;
/// <summary>
/// The entry type associated to this entry.
/// </summary>
public PerformanceEntryType EntryType;
public int GetProcessingTime()
{
return ProcessingTime;
}
public int GetProcessingTimeOffset()
{
return 8;
}
public int GetStartTime()
{
return StartTime;
}
public int GetStartTimeOffset()
{
return 4;
}
public void SetEntryType(PerformanceEntryType type)
{
EntryType = type;
}
public void SetNodeId(int nodeId)
{
NodeId = nodeId;
}
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceEntry"/> for performance metrics version 2.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
public struct PerformanceEntryVersion2 : IPerformanceEntry
{
/// <summary>
/// The node id associated to this entry.
/// </summary>
public int NodeId;
/// <summary>
/// The start time (in microseconds) associated to this entry.
/// </summary>
public int StartTime;
/// <summary>
/// The processing time (in microseconds) associated to this entry.
/// </summary>
public int ProcessingTime;
/// <summary>
/// The entry type associated to this entry.
/// </summary>
public PerformanceEntryType EntryType;
public int GetProcessingTime()
{
return ProcessingTime;
}
public int GetProcessingTimeOffset()
{
return 8;
}
public int GetStartTime()
{
return StartTime;
}
public int GetStartTimeOffset()
{
return 4;
}
public void SetEntryType(PerformanceEntryType type)
{
EntryType = type;
}
public void SetNodeId(int nodeId)
{
NodeId = nodeId;
}
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceHeader"/> for performance metrics version 1.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
public struct PerformanceFrameHeaderVersion1 : IPerformanceHeader
{
/// <summary>
/// The magic of the performance header.
/// </summary>
public uint Magic;
/// <summary>
/// The total count of entries in this frame.
/// </summary>
public int EntryCount;
/// <summary>
/// The total count of detailed entries in this frame.
/// </summary>
public int EntryDetailCount;
/// <summary>
/// The offset of the next performance header.
/// </summary>
public int NextOffset;
/// <summary>
/// The total time taken by all the commands profiled.
/// </summary>
public int TotalProcessingTime;
/// <summary>
/// The count of voices that were dropped.
/// </summary>
public uint VoiceDropCount;
public int GetEntryCount()
{
return EntryCount;
}
public int GetEntryCountOffset()
{
return 4;
}
public int GetEntryDetailCount()
{
return EntryDetailCount;
}
public void SetDspRunningBehind(bool isRunningBehind)
{
// NOTE: Not present in version 1
}
public void SetEntryCount(int entryCount)
{
EntryCount = entryCount;
}
public void SetEntryDetailCount(int entryDetailCount)
{
EntryDetailCount = entryDetailCount;
}
public void SetIndex(uint index)
{
// NOTE: Not present in version 1
}
public void SetMagic(uint magic)
{
Magic = magic;
}
public void SetNextOffset(int nextOffset)
{
NextOffset = nextOffset;
}
public void SetStartRenderingTicks(ulong startTicks)
{
// NOTE: not present in version 1
}
public void SetTotalProcessingTime(int totalProcessingTime)
{
TotalProcessingTime = totalProcessingTime;
}
public void SetVoiceDropCount(uint voiceCount)
{
VoiceDropCount = voiceCount;
}
}
}

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//
// 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 System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceHeader"/> for performance metrics version 2.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x30)]
public struct PerformanceFrameHeaderVersion2 : IPerformanceHeader
{
/// <summary>
/// The magic of the performance header.
/// </summary>
public uint Magic;
/// <summary>
/// The total count of entries in this frame.
/// </summary>
public int EntryCount;
/// <summary>
/// The total count of detailed entries in this frame.
/// </summary>
public int EntryDetailCount;
/// <summary>
/// The offset of the next performance header.
/// </summary>
public int NextOffset;
/// <summary>
/// The total time taken by all the commands profiled.
/// </summary>
public int TotalProcessingTime;
/// <summary>
/// The count of voices that were dropped.
/// </summary>
public uint VoiceDropCount;
/// <summary>
/// The start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)
/// </summary>
public ulong StartRenderingTicks;
/// <summary>
/// The index of this performance frame.
/// </summary>
public uint Index;
/// <summary>
/// If set to true, the DSP is running behind.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsDspRunningBehind;
public int GetEntryCount()
{
return EntryCount;
}
public int GetEntryCountOffset()
{
return 4;
}
public int GetEntryDetailCount()
{
return EntryDetailCount;
}
public void SetDspRunningBehind(bool isRunningBehind)
{
IsDspRunningBehind = isRunningBehind;
}
public void SetEntryCount(int entryCount)
{
EntryCount = entryCount;
}
public void SetEntryDetailCount(int entryDetailCount)
{
EntryDetailCount = entryDetailCount;
}
public void SetIndex(uint index)
{
Index = index;
}
public void SetMagic(uint magic)
{
Magic = magic;
}
public void SetNextOffset(int nextOffset)
{
NextOffset = nextOffset;
}
public void SetStartRenderingTicks(ulong startTicks)
{
StartRenderingTicks = startTicks;
}
public void SetTotalProcessingTime(int totalProcessingTime)
{
TotalProcessingTime = totalProcessingTime;
}
public void SetVoiceDropCount(uint voiceCount)
{
VoiceDropCount = voiceCount;
}
}
}

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

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//
// 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.Utils;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// A Generic implementation of <see cref="PerformanceManager"/>.
/// </summary>
/// <typeparam name="THeader">The header implementation of the performance frame.</typeparam>
/// <typeparam name="TEntry">The entry implementation of the performance frame.</typeparam>
/// <typeparam name="TEntryDetail">A detailed implementation of the performance frame.</typeparam>
public class PerformanceManagerGeneric<THeader, TEntry, TEntryDetail> : PerformanceManager where THeader: unmanaged, IPerformanceHeader where TEntry : unmanaged, IPerformanceEntry where TEntryDetail: unmanaged, IPerformanceDetailEntry
{
/// <summary>
/// The magic used for the <see cref="THeader"/>.
/// </summary>
private const uint MagicPerformanceBuffer = 0x46524550;
/// <summary>
/// The fixed amount of <see cref="TEntryDetail"/> that can be stored in a frame.
/// </summary>
private const int MaxFrameDetailCount = 100;
private Memory<byte> _buffer;
private Memory<byte> _historyBuffer;
private Memory<byte> CurrentBuffer => _buffer.Slice(0, _frameSize);
private Memory<byte> CurrentBufferData => CurrentBuffer.Slice(Unsafe.SizeOf<THeader>());
private ref THeader CurrentHeader => ref MemoryMarshal.Cast<byte, THeader>(CurrentBuffer.Span)[0];
private Span<TEntry> Entries => MemoryMarshal.Cast<byte, TEntry>(CurrentBufferData.Span.Slice(0, GetEntriesSize()));
private Span<TEntryDetail> EntriesDetail => MemoryMarshal.Cast<byte, TEntryDetail>(CurrentBufferData.Span.Slice(GetEntriesSize(), GetEntriesDetailSize()));
private int _frameSize;
private int _availableFrameCount;
private int _entryCountPerFrame;
private int _detailTarget;
private int _entryIndex;
private int _entryDetailIndex;
private int _indexHistoryWrite;
private int _indexHistoryRead;
private uint _historyFrameIndex;
public PerformanceManagerGeneric(Memory<byte> buffer, ref AudioRendererConfiguration parameter)
{
_buffer = buffer;
_frameSize = GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
_entryCountPerFrame = (int)GetEntryCount(ref parameter);
_availableFrameCount = buffer.Length / _frameSize - 1;
_historyFrameIndex = 0;
_historyBuffer = _buffer.Slice(_frameSize);
SetupNewHeader();
}
private Span<byte> GetBufferFromIndex(Span<byte> data, int index)
{
return data.Slice(index * _frameSize, _frameSize);
}
private ref THeader GetHeaderFromBuffer(Span<byte> data, int index)
{
return ref MemoryMarshal.Cast<byte, THeader>(GetBufferFromIndex(data, index))[0];
}
private Span<TEntry> GetEntriesFromBuffer(Span<byte> data, int index)
{
return MemoryMarshal.Cast<byte, TEntry>(GetBufferFromIndex(data, index).Slice(Unsafe.SizeOf<THeader>(), GetEntriesSize()));
}
private Span<TEntryDetail> GetEntriesDetailFromBuffer(Span<byte> data, int index)
{
return MemoryMarshal.Cast<byte, TEntryDetail>(GetBufferFromIndex(data, index).Slice(Unsafe.SizeOf<THeader>() + GetEntriesSize(), GetEntriesDetailSize()));
}
private void SetupNewHeader()
{
_entryIndex = 0;
_entryDetailIndex = 0;
CurrentHeader.SetEntryCount(0);
CurrentHeader.SetEntryDetailCount(0);
}
public static uint GetEntryCount(ref AudioRendererConfiguration parameter)
{
return parameter.VoiceCount + parameter.EffectCount + parameter.SubMixBufferCount + parameter.SinkCount + 1;
}
public int GetEntriesSize()
{
return Unsafe.SizeOf<TEntry>() * _entryCountPerFrame;
}
public static int GetEntriesDetailSize()
{
return Unsafe.SizeOf<TEntryDetail>() * MaxFrameDetailCount;
}
public static int GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref AudioRendererConfiguration parameter)
{
return Unsafe.SizeOf<TEntry>() * (int)GetEntryCount(ref parameter) + GetEntriesDetailSize() + Unsafe.SizeOf<THeader>();
}
public override uint CopyHistories(Span<byte> performanceOutput)
{
if (performanceOutput.IsEmpty)
{
return 0;
}
int nextOffset = 0;
while (_indexHistoryRead != _indexHistoryWrite)
{
if (nextOffset >= performanceOutput.Length)
{
break;
}
ref THeader inputHeader = ref GetHeaderFromBuffer(_historyBuffer.Span, _indexHistoryRead);
Span<TEntry> inputEntries = GetEntriesFromBuffer(_historyBuffer.Span, _indexHistoryRead);
Span<TEntryDetail> inputEntriesDetail = GetEntriesDetailFromBuffer(_historyBuffer.Span, _indexHistoryRead);
Span<byte> targetSpan = performanceOutput.Slice(nextOffset);
ref THeader outputHeader = ref MemoryMarshal.Cast<byte, THeader>(targetSpan)[0];
nextOffset += Unsafe.SizeOf<THeader>();
Span<TEntry> outputEntries = MemoryMarshal.Cast<byte, TEntry>(targetSpan.Slice(nextOffset));
int totalProcessingTime = 0;
int effectiveEntryCount = 0;
for (int entryIndex = 0; entryIndex < inputHeader.GetEntryCount(); entryIndex++)
{
ref TEntry input = ref inputEntries[entryIndex];
if (input.GetProcessingTime() != 0 || input.GetStartTime() != 0)
{
ref TEntry output = ref outputEntries[effectiveEntryCount++];
output = input;
nextOffset += Unsafe.SizeOf<TEntry>();
totalProcessingTime += input.GetProcessingTime();
}
}
Span<TEntryDetail> outputEntriesDetail = MemoryMarshal.Cast<byte, TEntryDetail>(targetSpan.Slice(nextOffset));
int effectiveEntryDetailCount = 0;
for (int entryDetailIndex = 0; entryDetailIndex < inputHeader.GetEntryDetailCount(); entryDetailIndex++)
{
ref TEntryDetail input = ref inputEntriesDetail[entryDetailIndex];
if (input.GetProcessingTime() != 0 || input.GetStartTime() != 0)
{
ref TEntryDetail output = ref outputEntriesDetail[effectiveEntryDetailCount++];
output = input;
nextOffset += Unsafe.SizeOf<TEntryDetail>();
}
}
outputHeader = inputHeader;
outputHeader.SetMagic(MagicPerformanceBuffer);
outputHeader.SetTotalProcessingTime(totalProcessingTime);
outputHeader.SetNextOffset(nextOffset);
outputHeader.SetEntryCount(effectiveEntryCount);
outputHeader.SetEntryDetailCount(effectiveEntryDetailCount);
_indexHistoryRead = (_indexHistoryRead + 1) % _availableFrameCount;
}
if (nextOffset < performanceOutput.Length && (performanceOutput.Length - nextOffset) >= Unsafe.SizeOf<THeader>())
{
ref THeader outputHeader = ref MemoryMarshal.Cast<byte, THeader>(performanceOutput.Slice(nextOffset))[0];
outputHeader = default;
}
return (uint)nextOffset;
}
public override bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceEntryType entryType, int nodeId)
{
performanceEntry = new PerformanceEntryAddresses();
performanceEntry.BaseMemory = SpanMemoryManager<int>.Cast(CurrentBuffer);
performanceEntry.EntryCountOffset = (uint)CurrentHeader.GetEntryCountOffset();
uint baseEntryOffset = (uint)(Unsafe.SizeOf<THeader>() + Unsafe.SizeOf<TEntry>() * _entryIndex);
ref TEntry entry = ref Entries[_entryIndex];
performanceEntry.StartTimeOffset = baseEntryOffset + (uint)entry.GetStartTimeOffset();
performanceEntry.ProcessingTimeOffset = baseEntryOffset + (uint)entry.GetProcessingTimeOffset();
entry = default;
entry.SetEntryType(entryType);
entry.SetNodeId(nodeId);
_entryIndex++;
return true;
}
public override bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceDetailType detailType, PerformanceEntryType entryType, int nodeId)
{
performanceEntry = null;
if (_entryDetailIndex > MaxFrameDetailCount)
{
return false;
}
performanceEntry = new PerformanceEntryAddresses();
performanceEntry.BaseMemory = SpanMemoryManager<int>.Cast(CurrentBuffer);
performanceEntry.EntryCountOffset = (uint)CurrentHeader.GetEntryCountOffset();
uint baseEntryOffset = (uint)(Unsafe.SizeOf<THeader>() + GetEntriesSize() + Unsafe.SizeOf<IPerformanceDetailEntry>() * _entryDetailIndex);
ref TEntryDetail entryDetail = ref EntriesDetail[_entryDetailIndex];
performanceEntry.StartTimeOffset = baseEntryOffset + (uint)entryDetail.GetStartTimeOffset();
performanceEntry.ProcessingTimeOffset = baseEntryOffset + (uint)entryDetail.GetProcessingTimeOffset();
entryDetail = default;
entryDetail.SetDetailType(detailType);
entryDetail.SetEntryType(entryType);
entryDetail.SetNodeId(nodeId);
_entryDetailIndex++;
return true;
}
public override bool IsTargetNodeId(int target)
{
return _detailTarget == target;
}
public override void SetTargetNodeId(int target)
{
_detailTarget = target;
}
public override void TapFrame(bool dspRunningBehind, uint voiceDropCount, ulong startRenderingTicks)
{
if (_availableFrameCount > 1)
{
int targetIndexForHistory = _indexHistoryWrite;
_indexHistoryWrite = (_indexHistoryWrite + 1) % _availableFrameCount;
ref THeader targetHeader = ref GetHeaderFromBuffer(_historyBuffer.Span, targetIndexForHistory);
CurrentBuffer.Span.CopyTo(GetBufferFromIndex(_historyBuffer.Span, targetIndexForHistory));
uint targetHistoryFrameIndex = _historyFrameIndex;
if (_historyFrameIndex == uint.MaxValue)
{
_historyFrameIndex = 0;
}
else
{
_historyFrameIndex++;
}
targetHeader.SetDspRunningBehind(dspRunningBehind);
targetHeader.SetVoiceDropCount(voiceDropCount);
targetHeader.SetStartRenderingTicks(startRenderingTicks);
targetHeader.SetIndex(targetHistoryFrameIndex);
// Finally setup the new header
SetupNewHeader();
}
}
}
}

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//
// 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.Server.Upsampler;
using System;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
/// </summary>
/// <remarks>
/// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
/// </remarks>
public sealed class RendererSystemContext
{
/// <summary>
/// The session id of the current renderer.
/// </summary>
public int SessionId;
/// <summary>
/// The target channel count for sink.
/// </summary>
/// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
public uint ChannelCount;
/// <summary>
/// The total count of mix buffer.
/// </summary>
public uint MixBufferCount;
/// <summary>
/// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
/// </summary>
public BehaviourContext BehaviourContext;
/// <summary>
/// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
/// </summary>
public UpsamplerManager UpsamplerManager;
/// <summary>
/// The memory to use for depop processing.
/// </summary>
/// <remarks>
/// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
/// </remarks>
public Memory<float> DepopBuffer;
}
}

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//
// 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 System.Diagnostics;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Base class used for server information of a sink.
/// </summary>
public class BaseSink
{
/// <summary>
/// The type of this <see cref="BaseSink"/>.
/// </summary>
public SinkType Type;
/// <summary>
/// Set to true if the sink is used.
/// </summary>
public bool IsUsed;
/// <summary>
/// Set to true if the sink need to be skipped because of invalid state.
/// </summary>
public bool ShouldSkip;
/// <summary>
/// The node id of the sink.
/// </summary>
public int NodeId;
/// <summary>
/// Create a new <see cref="BaseSink"/>.
/// </summary>
public BaseSink()
{
CleanUp();
}
/// <summary>
/// Clean up the internal state of the <see cref="BaseSink"/>.
/// </summary>
public virtual void CleanUp()
{
Type = TargetSinkType;
IsUsed = false;
ShouldSkip = false;
}
/// <summary>
/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
/// </summary>
public virtual SinkType TargetSinkType => SinkType.Invalid;
/// <summary>
/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
public bool IsTypeValid(ref SinkInParameter parameter)
{
return parameter.Type == TargetSinkType;
}
/// <summary>
/// Update the <see cref="BaseSink"/> state during command generation.
/// </summary>
public virtual void UpdateForCommandGeneration()
{
Debug.Assert(Type == TargetSinkType);
}
/// <summary>
/// Update the internal common parameters from user parameter.
/// </summary>
/// <param name="parameter">The user parameter.</param>
protected void UpdateStandardParameter(ref SinkInParameter parameter)
{
if (IsUsed != parameter.IsUsed)
{
IsUsed = parameter.IsUsed;
NodeId = parameter.NodeId;
}
}
/// <summary>
/// Update the internal state from user parameter.
/// </summary>
/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="outStatus">The user output status.</param>
/// <param name="mapper">The mapper to use.</param>
public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
errorInfo = new ErrorInfo();
}
}
}

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//
// 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.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Server information for a circular buffer sink.
/// </summary>
public class CircularBufferSink : BaseSink
{
/// <summary>
/// The circular buffer parameter.
/// </summary>
public CircularBufferParameter Parameter;
/// <summary>
/// The last written data offset on the circular buffer.
/// </summary>
private uint _lastWrittenOffset;
/// <summary>
/// THe previous written offset of the circular buffer.
/// </summary>
private uint _oldWrittenOffset;
/// <summary>
/// The current offset to write data on the circular buffer.
/// </summary>
public uint CurrentWriteOffset { get; private set; }
/// <summary>
/// The <see cref="AddressInfo"/> of the circular buffer.
/// </summary>
public AddressInfo CircularBufferAddressInfo;
public CircularBufferSink()
{
CircularBufferAddressInfo = AddressInfo.Create();
}
public override SinkType TargetSinkType => SinkType.CircularBuffer;
public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
errorInfo = new BehaviourParameter.ErrorInfo();
outStatus = new SinkOutStatus();
Debug.Assert(IsTypeValid(ref parameter));
ref CircularBufferParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, CircularBufferParameter>(parameter.SpecificData)[0];
if (parameter.IsUsed != IsUsed || ShouldSkip)
{
UpdateStandardParameter(ref parameter);
if (parameter.IsUsed)
{
Debug.Assert(CircularBufferAddressInfo.CpuAddress == 0);
Debug.Assert(CircularBufferAddressInfo.GetReference(false) == 0);
ShouldSkip = !mapper.TryAttachBuffer(out errorInfo, ref CircularBufferAddressInfo, inputDeviceParameter.BufferAddress, inputDeviceParameter.BufferSize);
}
else
{
Debug.Assert(CircularBufferAddressInfo.CpuAddress != 0);
Debug.Assert(CircularBufferAddressInfo.GetReference(false) != 0);
}
Parameter = inputDeviceParameter;
}
outStatus.LastWrittenOffset = _lastWrittenOffset;
}
public override void UpdateForCommandGeneration()
{
Debug.Assert(Type == TargetSinkType);
if (IsUsed)
{
uint frameSize = RendererConstants.TargetSampleSize * Parameter.SampleCount * Parameter.InputCount;
_lastWrittenOffset = _oldWrittenOffset;
_oldWrittenOffset = CurrentWriteOffset;
CurrentWriteOffset += frameSize;
if (Parameter.BufferSize > 0)
{
CurrentWriteOffset %= Parameter.BufferSize;
}
}
}
public override void CleanUp()
{
CircularBufferAddressInfo = AddressInfo.Create();
_lastWrittenOffset = 0;
_oldWrittenOffset = 0;
CurrentWriteOffset = 0;
base.CleanUp();
}
}
}

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//
// 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.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Server information for a device sink.
/// </summary>
public class DeviceSink : BaseSink
{
/// <summary>
/// The downmix coefficients.
/// </summary>
public float[] DownMixCoefficients;
/// <summary>
/// The device parameters.
/// </summary>
public DeviceParameter Parameter;
/// <summary>
/// The upsampler instance used by this sink.
/// </summary>
/// <remarks>Null if no upsampling is needed.</remarks>
public UpsamplerState UpsamplerState;
/// <summary>
/// Create a new <see cref="DeviceSink"/>.
/// </summary>
public DeviceSink()
{
DownMixCoefficients = new float[4];
}
public override void CleanUp()
{
UpsamplerState?.Release();
UpsamplerState = null;
base.CleanUp();
}
public override SinkType TargetSinkType => SinkType.Device;
public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref DeviceParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, DeviceParameter>(parameter.SpecificData)[0];
if (parameter.IsUsed != IsUsed)
{
UpdateStandardParameter(ref parameter);
Parameter = inputDeviceParameter;
}
else
{
Parameter.DownMixParameterEnabled = inputDeviceParameter.DownMixParameterEnabled;
inputDeviceParameter.DownMixParameter.ToSpan().CopyTo(Parameter.DownMixParameter.ToSpan());
}
Parameter.DownMixParameter.ToSpan().CopyTo(DownMixCoefficients.AsSpan());
errorInfo = new BehaviourParameter.ErrorInfo();
outStatus = new SinkOutStatus();
}
}
}

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//
// 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 System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Sink context.
/// </summary>
public class SinkContext
{
/// <summary>
/// Storage for <see cref="BaseSink"/>.
/// </summary>
private BaseSink[] _sinks;
/// <summary>
/// The total sink count.
/// </summary>
private uint _sinkCount;
/// <summary>
/// Initialize the <see cref="SinkContext"/>.
/// </summary>
/// <param name="sinksCount">The total sink count.</param>
public void Initialize(uint sinksCount)
{
_sinkCount = sinksCount;
_sinks = new BaseSink[_sinkCount];
for (int i = 0; i < _sinkCount; i++)
{
_sinks[i] = new BaseSink();
}
}
/// <summary>
/// Get the total sink count.
/// </summary>
/// <returns>The total sink count.</returns>
public uint GetCount()
{
return _sinkCount;
}
/// <summary>
/// Get a reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.</returns>
public ref BaseSink GetSink(int id)
{
Debug.Assert(id >= 0 && id < _sinkCount);
return ref _sinks[id];
}
}
}

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//
// 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.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Splitter context.
/// </summary>
public class SplitterContext
{
/// <summary>
/// Storage for <see cref="SplitterState"/>.
/// </summary>
private Memory<SplitterState> _splitters;
/// <summary>
/// Storage for <see cref="SplitterDestination"/>.
/// </summary>
private Memory<SplitterDestination> _splitterDestinations;
/// <summary>
/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
/// </summary>
public bool IsBugFixed { get; private set; }
/// <summary>
/// Initialize <see cref="SplitterContext"/>.
/// </summary>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
/// <returns>Return true if the initialization was successful.</returns>
public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator)
{
if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0)
{
Setup(Memory<SplitterState>.Empty, Memory<SplitterDestination>.Empty, false);
return true;
}
Memory<SplitterState> splitters = workBufferAllocator.Allocate<SplitterState>(parameter.SplitterCount, SplitterState.Alignment);
if (splitters.IsEmpty)
{
return false;
}
int splitterId = 0;
foreach (ref SplitterState splitter in splitters.Span)
{
splitter = new SplitterState(splitterId++);
}
Memory<SplitterDestination> splitterDestinations = workBufferAllocator.Allocate<SplitterDestination>(parameter.SplitterDestinationCount,
SplitterDestination.Alignment);
if (splitterDestinations.IsEmpty)
{
return false;
}
int splitterDestinationId = 0;
foreach (ref SplitterDestination data in splitterDestinations.Span)
{
data = new SplitterDestination(splitterDestinationId++);
}
SplitterState.InitializeSplitters(splitters.Span);
Setup(splitters, splitterDestinations, behaviourContext.IsSplitterBugFixed());
return true;
}
/// <summary>
/// Get the work buffer size while adding the size needed for splitter to operate.
/// </summary>
/// <param name="size">The current size.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The renderer configuration.</param>
/// <returns>Return the new size taking splitter into account.</returns>
public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter)
{
if (behaviourContext.IsSplitterSupported())
{
size = WorkBufferAllocator.GetTargetSize<SplitterState>(size, parameter.SplitterCount, SplitterState.Alignment);
size = WorkBufferAllocator.GetTargetSize<SplitterDestination>(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment);
if (behaviourContext.IsSplitterBugFixed())
{
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.SplitterDestinationCount, 0x10);
}
return size;
}
else
{
return size;
}
}
/// <summary>
/// Setup the <see cref="SplitterContext"/> instance.
/// </summary>
/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
private void Setup(Memory<SplitterState> splitters, Memory<SplitterDestination> splitterDestinations, bool isBugFixed)
{
_splitters = splitters;
_splitterDestinations = splitterDestinations;
IsBugFixed = isBugFixed;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
private void ClearAllNewConnectionFlag()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.ClearNewConnectionFlag();
}
}
/// <summary>
/// Get the destination count using the count of splitter.
/// </summary>
/// <returns>The destination count using the count of splitter.</returns>
public int GetDestinationCountPerStateForCompatibility()
{
if (_splitters.IsEmpty)
{
return 0;
}
return _splitterDestinations.Length / _splitters.Length;
}
/// <summary>
/// Update one or multiple <see cref="SplitterState"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterCount; i++)
{
SplitterInParameter parameter = MemoryMarshal.Read<SplitterInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitters.Length)
{
ref SplitterState splitter = ref GetState(parameter.Id);
splitter.Update(this, ref parameter, input.Slice(Unsafe.SizeOf<SplitterInParameter>()));
}
input = input.Slice(0x1C + (int)parameter.DestinationCount * 4);
}
}
}
/// <summary>
/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
{
for (int i = 0; i < inputHeader.SplitterDestinationCount; i++)
{
SplitterDestinationInParameter parameter = MemoryMarshal.Read<SplitterDestinationInParameter>(input);
Debug.Assert(parameter.IsMagicValid());
if (parameter.IsMagicValid())
{
if (parameter.Id >= 0 && parameter.Id < _splitterDestinations.Length)
{
ref SplitterDestination destination = ref GetDestination(parameter.Id);
destination.Update(parameter);
}
input = input.Slice(Unsafe.SizeOf<SplitterDestinationInParameter>());
}
}
}
/// <summary>
/// Update splitter from user parameters.
/// </summary>
/// <param name="input">The input raw user data.</param>
/// <param name="consumedSize">The total consumed size.</param>
/// <returns>Return true if the update was successful.</returns>
public bool Update(ReadOnlySpan<byte> input, out int consumedSize)
{
if (_splitterDestinations.IsEmpty || _splitters.IsEmpty)
{
consumedSize = 0;
return true;
}
int originalSize = input.Length;
SplitterInParameterHeader header = SpanIOHelper.Read<SplitterInParameterHeader>(ref input);
if (header.IsMagicValid())
{
ClearAllNewConnectionFlag();
UpdateState(ref header, ref input);
UpdateData(ref header, ref input);
consumedSize = BitUtils.AlignUp(originalSize - input.Length, 0x10);
return true;
}
else
{
consumedSize = 0;
return false;
}
}
/// <summary>
/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
public ref SplitterState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length);
}
/// <summary>
/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
public ref SplitterDestination GetDestination(int id)
{
return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
public Memory<SplitterDestination> GetDestinationMemory(int id)
{
return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
}
/// <summary>
/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
/// </summary>
/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
public Span<SplitterDestination> GetDestination(int id, int destinationId)
{
ref SplitterState splitter = ref GetState(id);
return splitter.GetData(destinationId);
}
/// <summary>
/// Return true if the audio renderer has any splitters.
/// </summary>
/// <returns>True if the audio renderer has any splitters.</returns>
public bool UsingSplitter()
{
return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty;
}
/// <summary>
/// Update the internal state of all splitters.
/// </summary>
public void UpdateInternalState()
{
foreach (ref SplitterState splitter in _splitters.Span)
{
splitter.UpdateInternalState();
}
}
}
}

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//
// 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.Parameter;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Server state for a splitter destination.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0xE0, Pack = Alignment)]
public struct SplitterDestination
{
public const int Alignment = 0x10;
/// <summary>
/// The unique id of this <see cref="SplitterDestination"/>.
/// </summary>
public int Id;
/// <summary>
/// The mix to output the result of the splitter.
/// </summary>
public int DestinationId;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixArray _mix;
private MixArray _previousMix;
/// <summary>
/// Pointer to the next linked element.
/// </summary>
private unsafe SplitterDestination* _next;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// Set to true if the internal state need to be updated.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool NeedToUpdateInternalState;
[StructLayout(LayoutKind.Sequential, Size = 4 * RendererConstants.MixBufferCountMax, Pack = 1)]
private struct MixArray { }
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when a splitter id is specified in the mix.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _mix);
/// <summary>
/// Previous mix buffer volumes.
/// </summary>
/// <remarks>Used when a splitter id is specified in the mix.</remarks>
public Span<float> PreviousMixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _previousMix);
/// <summary>
/// Get the <see cref="Span{SplitterDestination}"/> of the next element or <see cref="Span{SplitterDestination}.Empty"/> if not present.
/// </summary>
public Span<SplitterDestination> Next
{
get
{
unsafe
{
return _next != null ? new Span<SplitterDestination>(_next, 1) : Span<SplitterDestination>.Empty;
}
}
}
/// <summary>
/// Create a new <see cref="SplitterDestination"/>.
/// </summary>
/// <param name="id">The unique id of this <see cref="SplitterDestination"/>.</param>
public SplitterDestination(int id) : this()
{
Id = id;
DestinationId = RendererConstants.UnusedMixId;
ClearVolumes();
}
/// <summary>
/// Update the <see cref="SplitterDestination"/> from user parameter.
/// </summary>
/// <param name="parameter">The user parameter.</param>
public void Update(SplitterDestinationInParameter parameter)
{
Debug.Assert(Id == parameter.Id);
if (parameter.IsMagicValid() && Id == parameter.Id)
{
DestinationId = parameter.DestinationId;
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
if (!IsUsed && parameter.IsUsed)
{
MixBufferVolume.CopyTo(PreviousMixBufferVolume);
NeedToUpdateInternalState = false;
}
IsUsed = parameter.IsUsed;
}
}
/// <summary>
/// Update the internal state of the instance.
/// </summary>
public void UpdateInternalState()
{
if (IsUsed && NeedToUpdateInternalState)
{
MixBufferVolume.CopyTo(PreviousMixBufferVolume);
}
NeedToUpdateInternalState = false;
}
/// <summary>
/// Set the update internal state marker.
/// </summary>
public void MarkAsNeedToUpdateInternalState()
{
NeedToUpdateInternalState = true;
}
/// <summary>
/// Return true if the <see cref="SplitterDestination"/> is used and has a destination.
/// </summary>
/// <returns>True if the <see cref="SplitterDestination"/> is used and has a destination.</returns>
public bool IsConfigured()
{
return IsUsed && DestinationId != RendererConstants.UnusedMixId;
}
/// <summary>
/// Get the volume for a given destination.
/// </summary>
/// <param name="destinationIndex">The destination index to use.</param>
/// <returns>The volume for the given destination.</returns>
public float GetMixVolume(int destinationIndex)
{
Debug.Assert(destinationIndex >= 0 && destinationIndex < RendererConstants.MixBufferCountMax);
return MixBufferVolume[destinationIndex];
}
/// <summary>
/// Clear the volumes.
/// </summary>
public void ClearVolumes()
{
MixBufferVolume.Fill(0);
PreviousMixBufferVolume.Fill(0);
}
/// <summary>
/// Link the next element to the given <see cref="SplitterDestination"/>.
/// </summary>
/// <param name="next">The given <see cref="SplitterDestination"/> to link.</param>
public void Link(ref SplitterDestination next)
{
unsafe
{
fixed (SplitterDestination *nextPtr = &next)
{
_next = nextPtr;
}
}
}
/// <summary>
/// Remove the link to the next element.
/// </summary>
public void Unlink()
{
unsafe
{
_next = null;
}
}
}
}

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//
// 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.Parameter;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Server state for a splitter.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
public struct SplitterState
{
public const int Alignment = 0x10;
/// <summary>
/// The unique id of this <see cref="SplitterState"/>.
/// </summary>
public int Id;
/// <summary>
/// Target sample rate to use on the splitter.
/// </summary>
public uint SampleRate;
/// <summary>
/// Count of splitter destinations (<see cref="SplitterDestination"/>).
/// </summary>
public int DestinationCount;
/// <summary>
/// Set to true if the splitter has a new connection.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool HasNewConnection;
/// <summary>
/// Linked list of <see cref="SplitterDestination"/>.
/// </summary>
private unsafe SplitterDestination* _destinationsData;
/// <summary>
/// Span to the first element of the linked list of <see cref="SplitterDestination"/>.
/// </summary>
public Span<SplitterDestination> Destinations
{
get
{
unsafe
{
return (IntPtr)_destinationsData != IntPtr.Zero ? new Span<SplitterDestination>(_destinationsData, 1) : Span<SplitterDestination>.Empty;
}
}
}
/// <summary>
/// Create a new <see cref="SplitterState"/>.
/// </summary>
/// <param name="id">The unique id of this <see cref="SplitterState"/>.</param>
public SplitterState(int id) : this()
{
Id = id;
}
public Span<SplitterDestination> GetData(int index)
{
int i = 0;
Span<SplitterDestination> result = Destinations;
while (i < index)
{
if (result.IsEmpty)
{
break;
}
result = result[0].Next;
i++;
}
return result;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
public void ClearNewConnectionFlag()
{
HasNewConnection = false;
}
/// <summary>
/// Utility function to apply a given <see cref="SpanAction{T, TArg}"/> to all <see cref="Destinations"/>.
/// </summary>
/// <param name="action">The action to execute on each elements.</param>
private void ForEachDestination(SpanAction<SplitterDestination, int> action)
{
Span<SplitterDestination> temp = Destinations;
int i = 0;
while (true)
{
if (temp.IsEmpty)
{
break;
}
Span<SplitterDestination> next = temp[0].Next;
action.Invoke(temp, i++);
temp = next;
}
}
/// <summary>
/// Update the <see cref="SplitterState"/> from user parameter.
/// </summary>
/// <param name="context">The splitter context.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="input">The raw input data after the <paramref name="parameter"/>.</param>
public void Update(SplitterContext context, ref SplitterInParameter parameter, ReadOnlySpan<byte> input)
{
ClearLinks();
int destinationCount;
if (context.IsBugFixed)
{
destinationCount = parameter.DestinationCount;
}
else
{
destinationCount = Math.Min(context.GetDestinationCountPerStateForCompatibility(), parameter.DestinationCount);
}
if (destinationCount > 0)
{
ReadOnlySpan<int> destinationIds = MemoryMarshal.Cast<byte, int>(input);
Memory<SplitterDestination> destination = context.GetDestinationMemory(destinationIds[0]);
SetDestination(ref destination.Span[0]);
DestinationCount = destinationCount;
for (int i = 1; i < destinationCount; i++)
{
Memory<SplitterDestination> nextDestination = context.GetDestinationMemory(destinationIds[i]);
destination.Span[0].Link(ref nextDestination.Span[0]);
destination = nextDestination;
}
}
Debug.Assert(parameter.Id == Id);
if (parameter.Id == Id)
{
SampleRate = parameter.SampleRate;
HasNewConnection = true;
}
}
/// <summary>
/// Set the head of the linked list of <see cref="Destinations"/>.
/// </summary>
/// <param name="newValue">A reference to a <see cref="SplitterDestination"/>.</param>
public void SetDestination(ref SplitterDestination newValue)
{
unsafe
{
fixed (SplitterDestination* newValuePtr = &newValue)
{
_destinationsData = newValuePtr;
}
}
}
/// <summary>
/// Update the internal state of this instance.
/// </summary>
public void UpdateInternalState()
{
ForEachDestination((destination, _) => destination[0].UpdateInternalState());
}
/// <summary>
/// Clear all links from the <see cref="Destinations"/>.
/// </summary>
public void ClearLinks()
{
ForEachDestination((destination, _) => destination[0].Unlink());
unsafe
{
_destinationsData = (SplitterDestination*)IntPtr.Zero;
}
}
/// <summary>
/// Initialize a given <see cref="Span{SplitterState}"/>.
/// </summary>
/// <param name="splitters">All the <see cref="SplitterState"/> to initialize.</param>
public static void InitializeSplitters(Span<SplitterState> splitters)
{
foreach (ref SplitterState splitter in splitters)
{
unsafe
{
splitter._destinationsData = (SplitterDestination*)IntPtr.Zero;
}
splitter.DestinationCount = 0;
}
}
}
}

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//
// 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.Parameter.Performance;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Server.Mix;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Audio.Renderer.Server.Voice;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common.Logging;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
namespace Ryujinx.Audio.Renderer.Server
{
public class StateUpdater
{
private readonly ReadOnlyMemory<byte> _inputOrigin;
private ReadOnlyMemory <byte> _outputOrigin;
private ReadOnlyMemory<byte> _input;
private Memory<byte> _output;
private uint _processHandle;
private BehaviourContext _behaviourContext;
private UpdateDataHeader _inputHeader;
private Memory<UpdateDataHeader> _outputHeader;
private ref UpdateDataHeader OutputHeader => ref _outputHeader.Span[0];
public StateUpdater(ReadOnlyMemory<byte> input, Memory<byte> output, uint processHandle, BehaviourContext behaviourContext)
{
_input = input;
_inputOrigin = _input;
_output = output;
_outputOrigin = _output;
_processHandle = processHandle;
_behaviourContext = behaviourContext;
_inputHeader = SpanIOHelper.Read<UpdateDataHeader>(ref _input);
_outputHeader = SpanMemoryManager<UpdateDataHeader>.Cast(_output.Slice(0, Unsafe.SizeOf<UpdateDataHeader>()));
OutputHeader.Initialize(_behaviourContext.UserRevision);
_output = _output.Slice(Unsafe.SizeOf<UpdateDataHeader>());
}
public ResultCode UpdateBehaviourContext()
{
BehaviourParameter parameter = SpanIOHelper.Read<BehaviourParameter>(ref _input);
if (!BehaviourContext.CheckValidRevision(parameter.UserRevision) || parameter.UserRevision != _behaviourContext.UserRevision)
{
return ResultCode.InvalidUpdateInfo;
}
_behaviourContext.ClearError();
_behaviourContext.UpdateFlags(parameter.Flags);
if (_inputHeader.BehaviourSize != Unsafe.SizeOf<BehaviourParameter>())
{
return ResultCode.InvalidUpdateInfo;
}
return ResultCode.Success;
}
public ResultCode UpdateMemoryPools(Span<MemoryPoolState> memoryPools)
{
PoolMapper mapper = new PoolMapper(_processHandle, _behaviourContext.IsMemoryPoolForceMappingEnabled());
if (memoryPools.Length * Unsafe.SizeOf<MemoryPoolInParameter>() != _inputHeader.MemoryPoolsSize)
{
return ResultCode.InvalidUpdateInfo;
}
foreach (ref MemoryPoolState memoryPool in memoryPools)
{
MemoryPoolInParameter parameter = SpanIOHelper.Read<MemoryPoolInParameter>(ref _input);
ref MemoryPoolOutStatus outStatus = ref SpanIOHelper.GetWriteRef<MemoryPoolOutStatus>(ref _output)[0];
PoolMapper.UpdateResult updateResult = mapper.Update(ref memoryPool, ref parameter, ref outStatus);
if (updateResult != PoolMapper.UpdateResult.Success &&
updateResult != PoolMapper.UpdateResult.MapError &&
updateResult != PoolMapper.UpdateResult.UnmapError)
{
if (updateResult != PoolMapper.UpdateResult.InvalidParameter)
{
throw new InvalidOperationException($"{updateResult}");
}
return ResultCode.InvalidUpdateInfo;
}
}
OutputHeader.MemoryPoolsSize = (uint)(Unsafe.SizeOf<MemoryPoolOutStatus>() * memoryPools.Length);
OutputHeader.TotalSize += OutputHeader.MemoryPoolsSize;
return ResultCode.Success;
}
public ResultCode UpdateVoiceChannelResources(VoiceContext context)
{
if (context.GetCount() * Unsafe.SizeOf<VoiceChannelResourceInParameter>() != _inputHeader.VoiceResourcesSize)
{
return ResultCode.InvalidUpdateInfo;
}
for (int i = 0; i < context.GetCount(); i++)
{
VoiceChannelResourceInParameter parameter = SpanIOHelper.Read<VoiceChannelResourceInParameter>(ref _input);
ref VoiceChannelResource resource = ref context.GetChannelResource(i);
resource.Id = parameter.Id;
parameter.Mix.ToSpan().CopyTo(resource.Mix.ToSpan());
resource.IsUsed = parameter.IsUsed;
}
return ResultCode.Success;
}
public ResultCode UpdateVoices(VoiceContext context, Memory<MemoryPoolState> memoryPools)
{
if (context.GetCount() * Unsafe.SizeOf<VoiceInParameter>() != _inputHeader.VoicesSize)
{
return ResultCode.InvalidUpdateInfo;
}
int initialOutputSize = _output.Length;
ReadOnlySpan<VoiceInParameter> parameters = MemoryMarshal.Cast<byte, VoiceInParameter>(_input.Slice(0, (int)_inputHeader.VoicesSize).Span);
_input = _input.Slice((int)_inputHeader.VoicesSize);
PoolMapper mapper = new PoolMapper(_processHandle, memoryPools, _behaviourContext.IsMemoryPoolForceMappingEnabled());
// First make everything not in use.
for (int i = 0; i < context.GetCount(); i++)
{
ref VoiceState state = ref context.GetState(i);
state.InUse = false;
}
// Start processing
for (int i = 0; i < context.GetCount(); i++)
{
VoiceInParameter parameter = parameters[i];
Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[RendererConstants.VoiceChannelCountMax];
ref VoiceOutStatus outStatus = ref SpanIOHelper.GetWriteRef<VoiceOutStatus>(ref _output)[0];
if (parameter.InUse)
{
ref VoiceState currentVoiceState = ref context.GetState(i);
for (int channelResourceIndex = 0; channelResourceIndex < parameter.ChannelCount; channelResourceIndex++)
{
int channelId = parameter.ChannelResourceIds[channelResourceIndex];
Debug.Assert(channelId >= 0 && channelId < context.GetCount());
voiceUpdateStates[channelResourceIndex] = context.GetUpdateStateForCpu(channelId);
}
if (parameter.IsNew)
{
currentVoiceState.Initialize();
}
currentVoiceState.UpdateParameters(out ErrorInfo updateParameterError, ref parameter, ref mapper, ref _behaviourContext);
if (updateParameterError.ErrorCode != ResultCode.Success)
{
_behaviourContext.AppendError(ref updateParameterError);
}
currentVoiceState.UpdateWaveBuffers(out ErrorInfo[] waveBufferUpdateErrorInfos, ref parameter, voiceUpdateStates, ref mapper, ref _behaviourContext);
foreach (ref ErrorInfo errorInfo in waveBufferUpdateErrorInfos.AsSpan())
{
if (errorInfo.ErrorCode != ResultCode.Success)
{
_behaviourContext.AppendError(ref errorInfo);
}
}
currentVoiceState.WriteOutStatus(ref outStatus, ref parameter, voiceUpdateStates);
}
}
int currentOutputSize = _output.Length;
OutputHeader.VoicesSize = (uint)(Unsafe.SizeOf<VoiceOutStatus>() * context.GetCount());
OutputHeader.TotalSize += OutputHeader.VoicesSize;
Debug.Assert((initialOutputSize - currentOutputSize) == OutputHeader.VoicesSize);
return ResultCode.Success;
}
private static void ResetEffect(ref BaseEffect effect, ref EffectInParameter parameter, PoolMapper mapper)
{
effect.ForceUnmapBuffers(mapper);
switch (parameter.Type)
{
case EffectType.Invalid:
effect = new BaseEffect();
break;
case EffectType.BufferMix:
effect = new BufferMixEffect();
break;
case EffectType.AuxiliaryBuffer:
effect = new AuxiliaryBufferEffect();
break;
case EffectType.Delay:
effect = new DelayEffect();
break;
case EffectType.Reverb:
effect = new ReverbEffect();
break;
case EffectType.Reverb3d:
effect = new Reverb3dEffect();
break;
case EffectType.BiquadFilter:
effect = new BiquadFilterEffect();
break;
default:
throw new NotImplementedException($"EffectType {parameter.Type} not implemented!");
}
}
public ResultCode UpdateEffects(EffectContext context, bool isAudioRendererActive, Memory<MemoryPoolState> memoryPools)
{
if (context.GetCount() * Unsafe.SizeOf<EffectInParameter>() != _inputHeader.EffectsSize)
{
return ResultCode.InvalidUpdateInfo;
}
int initialOutputSize = _output.Length;
ReadOnlySpan<EffectInParameter> parameters = MemoryMarshal.Cast<byte, EffectInParameter>(_input.Slice(0, (int)_inputHeader.EffectsSize).Span);
_input = _input.Slice((int)_inputHeader.EffectsSize);
PoolMapper mapper = new PoolMapper(_processHandle, memoryPools, _behaviourContext.IsMemoryPoolForceMappingEnabled());
for (int i = 0; i < context.GetCount(); i++)
{
EffectInParameter parameter = parameters[i];
ref EffectOutStatus outStatus = ref SpanIOHelper.GetWriteRef<EffectOutStatus>(ref _output)[0];
ref BaseEffect effect = ref context.GetEffect(i);
if (!effect.IsTypeValid(ref parameter))
{
ResetEffect(ref effect, ref parameter, mapper);
}
effect.Update(out ErrorInfo updateErrorInfo, ref parameter, mapper);
if (updateErrorInfo.ErrorCode != ResultCode.Success)
{
_behaviourContext.AppendError(ref updateErrorInfo);
}
effect.StoreStatus(ref outStatus, isAudioRendererActive);
}
int currentOutputSize = _output.Length;
OutputHeader.EffectsSize = (uint)(Unsafe.SizeOf<EffectOutStatus>() * context.GetCount());
OutputHeader.TotalSize += OutputHeader.EffectsSize;
Debug.Assert((initialOutputSize - currentOutputSize) == OutputHeader.EffectsSize);
return ResultCode.Success;
}
public ResultCode UpdateSplitter(SplitterContext context)
{
if (context.Update(_input.Span, out int consumedSize))
{
_input = _input.Slice(consumedSize);
return ResultCode.Success;
}
else
{
return ResultCode.InvalidUpdateInfo;
}
}
private bool CheckMixParametersValidity(MixContext mixContext, uint mixBufferCount, uint inputMixCount, ReadOnlySpan<MixParameter> parameters)
{
uint maxMixStateCount = mixContext.GetCount();
uint totalRequiredMixBufferCount = 0;
for (int i = 0; i < inputMixCount; i++)
{
if (parameters[i].IsUsed)
{
if (parameters[i].DestinationMixId != RendererConstants.UnusedMixId &&
parameters[i].DestinationMixId > maxMixStateCount &&
parameters[i].MixId != RendererConstants.FinalMixId)
{
return true;
}
totalRequiredMixBufferCount += parameters[i].BufferCount;
}
}
return totalRequiredMixBufferCount > mixBufferCount;
}
public ResultCode UpdateMixes(MixContext mixContext, uint mixBufferCount, EffectContext effectContext, SplitterContext splitterContext)
{
uint mixCount;
uint inputMixSize;
uint inputSize = 0;
if (_behaviourContext.IsMixInParameterDirtyOnlyUpdateSupported())
{
MixInParameterDirtyOnlyUpdate parameter = MemoryMarshal.Cast<byte, MixInParameterDirtyOnlyUpdate>(_input.Span)[0];
mixCount = parameter.MixCount;
inputSize += (uint)Unsafe.SizeOf<MixInParameterDirtyOnlyUpdate>();
}
else
{
mixCount = mixContext.GetCount();
}
inputMixSize = mixCount * (uint)Unsafe.SizeOf<MixParameter>();
inputSize += inputMixSize;
if (inputSize != _inputHeader.MixesSize)
{
return ResultCode.InvalidUpdateInfo;
}
if (_behaviourContext.IsMixInParameterDirtyOnlyUpdateSupported())
{
_input = _input.Slice(Unsafe.SizeOf<MixInParameterDirtyOnlyUpdate>());
}
ReadOnlySpan<MixParameter> parameters = MemoryMarshal.Cast<byte, MixParameter>(_input.Span.Slice(0, (int)inputMixSize));
_input = _input.Slice((int)inputMixSize);
if (CheckMixParametersValidity(mixContext, mixBufferCount, mixCount, parameters))
{
return ResultCode.InvalidUpdateInfo;
}
bool isMixContextDirty = false;
for (int i = 0; i < parameters.Length; i++)
{
MixParameter parameter = parameters[i];
int mixId = i;
if (_behaviourContext.IsMixInParameterDirtyOnlyUpdateSupported())
{
mixId = parameter.MixId;
}
ref MixState mix = ref mixContext.GetState(mixId);
if (parameter.IsUsed != mix.IsUsed)
{
mix.IsUsed = parameter.IsUsed;
if (parameter.IsUsed)
{
mix.ClearEffectProcessingOrder();
}
isMixContextDirty = true;
}
if (mix.IsUsed)
{
isMixContextDirty |= mix.Update(mixContext.EdgeMatrix, ref parameter, effectContext, splitterContext, _behaviourContext);
}
}
if (isMixContextDirty)
{
if (_behaviourContext.IsSplitterSupported() && splitterContext.UsingSplitter())
{
if (!mixContext.Sort(splitterContext))
{
return ResultCode.InvalidMixSorting;
}
}
else
{
mixContext.Sort();
}
}
return ResultCode.Success;
}
private static void ResetSink(ref BaseSink sink, ref SinkInParameter parameter)
{
sink.CleanUp();
switch (parameter.Type)
{
case SinkType.Invalid:
sink = new BaseSink();
break;
case SinkType.CircularBuffer:
sink = new CircularBufferSink();
break;
case SinkType.Device:
sink = new DeviceSink();
break;
default:
throw new NotImplementedException($"SinkType {parameter.Type} not implemented!");
}
}
public ResultCode UpdateSinks(SinkContext context, Memory<MemoryPoolState> memoryPools)
{
PoolMapper mapper = new PoolMapper(_processHandle, memoryPools, _behaviourContext.IsMemoryPoolForceMappingEnabled());
if (context.GetCount() * Unsafe.SizeOf<SinkInParameter>() != _inputHeader.SinksSize)
{
return ResultCode.InvalidUpdateInfo;
}
int initialOutputSize = _output.Length;
ReadOnlySpan<SinkInParameter> parameters = MemoryMarshal.Cast<byte, SinkInParameter>(_input.Slice(0, (int)_inputHeader.SinksSize).Span);
_input = _input.Slice((int)_inputHeader.SinksSize);
for (int i = 0; i < context.GetCount(); i++)
{
SinkInParameter parameter = parameters[i];
ref SinkOutStatus outStatus = ref SpanIOHelper.GetWriteRef<SinkOutStatus>(ref _output)[0];
ref BaseSink sink = ref context.GetSink(i);
if (!sink.IsTypeValid(ref parameter))
{
ResetSink(ref sink, ref parameter);
}
sink.Update(out ErrorInfo updateErrorInfo, ref parameter, ref outStatus, mapper);
if (updateErrorInfo.ErrorCode != ResultCode.Success)
{
_behaviourContext.AppendError(ref updateErrorInfo);
}
}
int currentOutputSize = _output.Length;
OutputHeader.SinksSize = (uint)(Unsafe.SizeOf<SinkOutStatus>() * context.GetCount());
OutputHeader.TotalSize += OutputHeader.SinksSize;
Debug.Assert((initialOutputSize - currentOutputSize) == OutputHeader.SinksSize);
return ResultCode.Success;
}
public ResultCode UpdatePerformanceBuffer(PerformanceManager manager, Span<byte> performanceOutput)
{
if (Unsafe.SizeOf<PerformanceInParameter>() != _inputHeader.PerformanceBufferSize)
{
return ResultCode.InvalidUpdateInfo;
}
PerformanceInParameter parameter = SpanIOHelper.Read<PerformanceInParameter>(ref _input);
ref PerformanceOutStatus outStatus = ref SpanIOHelper.GetWriteRef<PerformanceOutStatus>(ref _output)[0];
if (manager != null)
{
outStatus.HistorySize = manager.CopyHistories(performanceOutput);
manager.SetTargetNodeId(parameter.TargetNodeId);
}
else
{
outStatus.HistorySize = 0;
}
OutputHeader.PerformanceBufferSize = (uint)Unsafe.SizeOf<PerformanceOutStatus>();
OutputHeader.TotalSize += OutputHeader.PerformanceBufferSize;
return ResultCode.Success;
}
public ResultCode UpdateErrorInfo()
{
ref BehaviourErrorInfoOutStatus outStatus = ref SpanIOHelper.GetWriteRef<BehaviourErrorInfoOutStatus>(ref _output)[0];
_behaviourContext.CopyErrorInfo(outStatus.ErrorInfos.ToSpan(), out outStatus.ErrorInfosCount);
OutputHeader.BehaviourSize = (uint)Unsafe.SizeOf<BehaviourErrorInfoOutStatus>();
OutputHeader.TotalSize += OutputHeader.BehaviourSize;
return ResultCode.Success;
}
public ResultCode UpdateRendererInfo(ulong elapsedFrameCount)
{
ref RendererInfoOutStatus outStatus = ref SpanIOHelper.GetWriteRef<RendererInfoOutStatus>(ref _output)[0];
outStatus.ElapsedFrameCount = elapsedFrameCount;
OutputHeader.RenderInfoSize = (uint)Unsafe.SizeOf<RendererInfoOutStatus>();
OutputHeader.TotalSize += OutputHeader.RenderInfoSize;
return ResultCode.Success;
}
public ResultCode CheckConsumedSize()
{
int consumedInputSize = _inputOrigin.Length - _input.Length;
int consumedOutputSize = _outputOrigin.Length - _output.Length;
if (consumedInputSize != _inputHeader.TotalSize)
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Consumed input size mismatch (got {consumedInputSize} expected {_inputHeader.TotalSize})");
return ResultCode.InvalidUpdateInfo;
}
if (consumedOutputSize != OutputHeader.TotalSize)
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Consumed output size mismatch (got {consumedOutputSize} expected {OutputHeader.TotalSize})");
return ResultCode.InvalidUpdateInfo;
}
return ResultCode.Success;
}
}
}

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//
// 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/>.
//
namespace Ryujinx.Audio.Renderer.Server.Types
{
/// <summary>
/// The execution mode of an <see cref="AudioRenderSystem"/>.
/// </summary>
public enum AudioRendererExecutionMode : byte
{
/// <summary>
/// Automatically send commands to the DSP at a fixed rate (see <see cref="AudioRenderSystem.SendCommands"/>
/// </summary>
Auto,
/// <summary>
/// Audio renderer operation needs to be done manually via ExecuteAudioRenderer.
/// </summary>
/// <remarks>This is not supported on the DSP and is as such stubbed.</remarks>
Manual
}
}

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//
// 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/>.
//
namespace Ryujinx.Audio.Renderer.Server.Types
{
/// <summary>
/// The rendering device of an <see cref="AudioRenderSystem"/>.
/// </summary>
public enum AudioRendererRenderingDevice : byte
{
/// <summary>
/// Rendering is performed on the DSP.
/// </summary>
/// <remarks>
/// Only supports <see cref="AudioRendererExecutionMode.Auto"/>.
/// </remarks>
Dsp,
/// <summary>
/// Rendering is performed on the CPU.
/// </summary>
/// <remarks>
/// Only supports <see cref="AudioRendererExecutionMode.Manual"/>.
/// </remarks>
Cpu
}
}

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//
// 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/>.
//
namespace Ryujinx.Audio.Renderer.Server.Types
{
/// <summary>
/// The internal play state of a <see cref="Voice.VoiceState"/>
/// </summary>
public enum PlayState
{
/// <summary>
/// The voice has been started and is playing.
/// </summary>
Started,
/// <summary>
/// The voice has been stopped.
/// </summary>
/// <remarks>
/// This cannot be directly set by user.
/// See <see cref="Stopping"/> for correct usage.
/// </remarks>
Stopped,
/// <summary>
/// The user asked the voice to be stopped.
/// </summary>
/// <remarks>
/// This is changed to the <see cref="Stopped"/> state after command generation.
/// <seealso cref="Voice.VoiceState.UpdateForCommandGeneration(Voice.VoiceContext)"/>
/// </remarks>
Stopping,
/// <summary>
/// The voice has been paused by user request.
/// </summary>
/// <remarks>
/// The user can resume to the <see cref="Started"/> state.
/// </remarks>
Paused
}
}

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//
// 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 System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Upsampler manager.
/// </summary>
public class UpsamplerManager
{
/// <summary>
/// Work buffer for upsampler.
/// </summary>
private Memory<float> _upSamplerWorkBuffer;
/// <summary>
/// Global lock of the object.
/// </summary>
private object Lock = new object();
/// <summary>
/// The upsamplers instances.
/// </summary>
private UpsamplerState[] _upsamplers;
/// <summary>
/// The count of upsamplers.
/// </summary>
private uint _count;
/// <summary>
/// Create a new <see cref="UpsamplerManager"/>.
/// </summary>
/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
/// <param name="count">The count of upsamplers.</param>
public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
{
_upSamplerWorkBuffer = upSamplerWorkBuffer;
_count = count;
_upsamplers = new UpsamplerState[_count];
}
/// <summary>
/// Allocate a new <see cref="UpsamplerState"/>.
/// </summary>
/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
public UpsamplerState Allocate()
{
int workBufferOffset = 0;
lock (Lock)
{
for (int i = 0; i < _count; i++)
{
if (_upsamplers[i] == null)
{
_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, RendererConstants.UpSampleEntrySize), RendererConstants.TargetSampleCount);
return _upsamplers[i];
}
workBufferOffset += RendererConstants.UpSampleEntrySize;
}
}
return null;
}
/// <summary>
/// Free a <see cref="UpsamplerState"/> at the given index.
/// </summary>
/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
public void Free(int index)
{
lock (Lock)
{
Debug.Assert(_upsamplers[index] != null);
_upsamplers[index] = null;
}
}
}
}

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//
// 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 System;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Server state for a upsampling.
/// </summary>
public class UpsamplerState
{
/// <summary>
/// The output buffer containing the target samples.
/// </summary>
public Memory<float> OutputBuffer { get; }
/// <summary>
/// The target sample count.
/// </summary>
public uint SampleCount { get; }
/// <summary>
/// The index of the <see cref="UpsamplerState"/>. (used to free it)
/// </summary>
private int _index;
/// <summary>
/// The <see cref="UpsamplerManager"/>.
/// </summary>
private UpsamplerManager _manager;
/// <summary>
/// The source sample count.
/// </summary>
public uint SourceSampleCount;
/// <summary>
/// The input buffer indices of the buffers holding the samples that need upsampling.
/// </summary>
public ushort[] InputBufferIndices;
/// <summary>
/// Create a new <see cref="UpsamplerState"/>.
/// </summary>
/// <param name="manager">The upsampler manager.</param>
/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
/// <param name="sampleCount">The target sample count.</param>
public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
{
_manager = manager;
_index = index;
OutputBuffer = outputBuffer;
SampleCount = sampleCount;
}
/// <summary>
/// Release the <see cref="UpsamplerState"/>.
/// </summary>
public void Release()
{
_manager.Free(_index);
}
}
}

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//
// 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.Common.Memory;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// Server state for a voice channel resource.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0xD0, Pack = Alignment)]
public struct VoiceChannelResource
{
public const int Alignment = 0x10;
/// <summary>
/// Mix volumes for the resource.
/// </summary>
public Array24<float> Mix;
/// <summary>
/// Previous mix volumes for resource.
/// </summary>
public Array24<float> PreviousMix;
/// <summary>
/// The id of the resource.
/// </summary>
public uint Id;
/// <summary>
/// Indicate if the resource is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
public void UpdateState()
{
Mix.ToSpan().CopyTo(PreviousMix.ToSpan());
}
}
}

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//
// 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.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// Voice context.
/// </summary>
public class VoiceContext
{
/// <summary>
/// Storage of the sorted indices to <see cref="VoiceState"/>.
/// </summary>
private Memory<int> _sortedVoices;
/// <summary>
/// Storage for <see cref="VoiceState"/>.
/// </summary>
private Memory<VoiceState> _voices;
/// <summary>
/// Storage for <see cref="VoiceChannelResource"/>.
/// </summary>
private Memory<VoiceChannelResource> _voiceChannelResources;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
/// <summary>
/// The total voice count.
/// </summary>
private uint _voiceCount;
public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
{
_sortedVoices = sortedVoices;
_voices = voices;
_voiceChannelResources = voiceChannelResources;
_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
_voiceCount = voiceCount;
}
/// <summary>
/// Get the total voice count.
/// </summary>
/// <returns>The total voice count.</returns>
public uint GetCount()
{
return _voiceCount;
}
/// <summary>
/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
public ref VoiceChannelResource GetChannelResource(int id)
{
return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
}
/// <summary>
/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
public ref VoiceState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
}
public ref VoiceState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _voiceCount);
return ref GetState(_sortedVoices.Span[id]);
}
/// <summary>
/// Update internal state during command generation.
/// </summary>
public void UpdateForCommandGeneration()
{
_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
}
/// <summary>
/// Sort the internal voices by priority and sorting order (if the priorities match).
/// </summary>
public void Sort()
{
for (int i = 0; i < _voiceCount; i++)
{
_sortedVoices.Span[i] = i;
}
int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedVoicesTemp, (a, b) =>
{
ref VoiceState aState = ref GetState(a);
ref VoiceState bState = ref GetState(b);
int result = aState.Priority.CompareTo(bState.Priority);
if (result == 0)
{
return aState.SortingOrder.CompareTo(bState.SortingOrder);
}
return result;
});
sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
}
}
}

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//
// 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.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
[StructLayout(LayoutKind.Sequential, Pack = Alignment)]
public struct VoiceState
{
public const int Alignment = 0x10;
/// <summary>
/// Set to true if the voice is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Set to true if the voice is new.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsNew;
[MarshalAs(UnmanagedType.I1)]
public bool WasPlaying;
/// <summary>
/// The <see cref="SampleFormat"/> of the voice.
/// </summary>
public SampleFormat SampleFormat;
/// <summary>
/// The sample rate of the voice.
/// </summary>
public uint SampleRate;
/// <summary>
/// The total channel count used.
/// </summary>
public uint ChannelsCount;
/// <summary>
/// Id of the voice.
/// </summary>
public int Id;
/// <summary>
/// Node id of the voice.
/// </summary>
public int NodeId;
/// <summary>
/// The target mix id of the voice.
/// </summary>
public int MixId;
/// <summary>
/// The current voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PlayState;
/// <summary>
/// The previous voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PreviousPlayState;
/// <summary>
/// The priority of the voice.
/// </summary>
public uint Priority;
/// <summary>
/// Target sorting position of the voice. (used to sort voice with the same <see cref="Priority"/>)
/// </summary>
public uint SortingOrder;
/// <summary>
/// The pitch used on the voice.
/// </summary>
public float Pitch;
/// <summary>
/// The output volume of the voice.
/// </summary>
public float Volume;
/// <summary>
/// The previous output volume of the voice.
/// </summary>
public float PreviousVolume;
/// <summary>
/// Biquad filters to apply to the output of the voice.
/// </summary>
public Array2<BiquadFilterParameter> BiquadFilters;
/// <summary>
/// Total count of <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersCount;
/// <summary>
/// Current playing <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersIndex;
/// <summary>
/// Change the behaviour of the voice.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public DecodingBehaviour DecodingBehaviour;
/// <summary>
/// User state <see cref="AddressInfo"/> required by the data source.
/// </summary>
/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the GC-ADPCM coefficients.</remarks>
public AddressInfo DataSourceStateAddressInfo;
/// <summary>
/// The wavebuffers of this voice.
/// </summary>
public Array4<WaveBuffer> WaveBuffers;
/// <summary>
/// The channel resource ids associated to the voice.
/// </summary>
public Array6<int> ChannelResourceIds;
/// <summary>
/// The target splitter id of the voice.
/// </summary>
public uint SplitterId;
/// <summary>
/// Change the Sample Rate Conversion (SRC) quality of the voice.
/// </summary>
/// <remarks>This was added on REV8.</remarks>
public SampleRateConversionQuality SrcQuality;
/// <summary>
/// If set to true, the voice was dropped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropFlag;
/// <summary>
/// Set to true if the data source state work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool DataSourceStateUnmapped;
/// <summary>
/// Set to true if any of the <see cref="WaveBuffer.BufferAddressInfo"/> work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool BufferInfoUnmapped;
/// <summary>
/// The biquad filter initialization state storage.
/// </summary>
private BiquadFilterNeedInitializationArrayStruct _biquadFilterNeedInitialization;
/// <summary>
/// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public byte FlushWaveBufferCount;
[StructLayout(LayoutKind.Sequential, Size = RendererConstants.VoiceBiquadFilterCount)]
private struct BiquadFilterNeedInitializationArrayStruct { }
/// <summary>
/// The biquad filter initialization state array.
/// </summary>
public Span<bool> BiquadFilterNeedInitialization => SpanHelpers.AsSpan<BiquadFilterNeedInitializationArrayStruct, bool>(ref _biquadFilterNeedInitialization);
/// <summary>
/// Initialize the <see cref="VoiceState"/>.
/// </summary>
public void Initialize()
{
IsNew = false;
VoiceDropFlag = false;
DataSourceStateUnmapped = false;
BufferInfoUnmapped = false;
FlushWaveBufferCount = 0;
PlayState = Types.PlayState.Stopped;
Priority = RendererConstants.VoiceLowestPriority;
Id = 0;
NodeId = 0;
SampleRate = 0;
SampleFormat = SampleFormat.Invalid;
ChannelsCount = 0;
Pitch = 0.0f;
Volume= 0.0f;
PreviousVolume = 0.0f;
BiquadFilters.ToSpan().Fill(new BiquadFilterParameter());
WaveBuffersCount = 0;
WaveBuffersIndex = 0;
MixId = RendererConstants.UnusedMixId;
SplitterId = RendererConstants.UnusedSplitterId;
DataSourceStateAddressInfo.Setup(0, 0);
InitializeWaveBuffers();
}
/// <summary>
/// Initialize the <see cref="WaveBuffer"/> in this <see cref="VoiceState"/>.
/// </summary>
private void InitializeWaveBuffers()
{
for (int i = 0; i < WaveBuffers.Length; i++)
{
WaveBuffers[i].StartSampleOffset = 0;
WaveBuffers[i].EndSampleOffset = 0;
WaveBuffers[i].ShouldLoop = false;
WaveBuffers[i].IsEndOfStream = false;
WaveBuffers[i].BufferAddressInfo.Setup(0, 0);
WaveBuffers[i].ContextAddressInfo.Setup(0, 0);
WaveBuffers[i].IsSendToAudioProcessor = true;
}
}
/// <summary>
/// Check if the voice needs to be skipped.
/// </summary>
/// <returns>Returns true if the voice needs to be skipped.</returns>
public bool ShouldSkip()
{
return !InUse || WaveBuffersCount == 0 || DataSourceStateUnmapped || BufferInfoUnmapped || VoiceDropFlag;
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public bool HasAnyDestination()
{
return MixId != RendererConstants.UnusedMixId || SplitterId != RendererConstants.UnusedSplitterId;
}
/// <summary>
/// Indicate if the server voice information needs to be updated.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Return true, if the server voice information needs to be updated.</returns>
private bool ShouldUpdateParameters(ref VoiceInParameter parameter)
{
if (DataSourceStateAddressInfo.CpuAddress == parameter.DataSourceStateAddress)
{
return DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize;
}
return DataSourceStateAddressInfo.CpuAddress != parameter.DataSourceStateAddress ||
DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize ||
DataSourceStateUnmapped;
}
/// <summary>
/// Update the internal state from a user parameter.
/// </summary>
/// <param name="outErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="poolMapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateParameters(out ErrorInfo outErrorInfo, ref VoiceInParameter parameter, ref PoolMapper poolMapper, ref BehaviourContext behaviourContext)
{
InUse = parameter.InUse;
Id = parameter.Id;
NodeId = parameter.NodeId;
UpdatePlayState(parameter.PlayState);
SrcQuality = parameter.SrcQuality;
Priority = parameter.Priority;
SortingOrder = parameter.SortingOrder;
SampleRate = parameter.SampleRate;
SampleFormat = parameter.SampleFormat;
ChannelsCount = parameter.ChannelCount;
Pitch = parameter.Pitch;
Volume = parameter.Volume;
parameter.BiquadFilters.ToSpan().CopyTo(BiquadFilters.ToSpan());
WaveBuffersCount = parameter.WaveBuffersCount;
WaveBuffersIndex = parameter.WaveBuffersIndex;
if (behaviourContext.IsFlushVoiceWaveBuffersSupported())
{
FlushWaveBufferCount += parameter.FlushWaveBufferCount;
}
MixId = parameter.MixId;
if (behaviourContext.IsSplitterSupported())
{
SplitterId = parameter.SplitterId;
}
else
{
SplitterId = RendererConstants.UnusedSplitterId;
}
parameter.ChannelResourceIds.ToSpan().CopyTo(ChannelResourceIds.ToSpan());
DecodingBehaviour behaviour = DecodingBehaviour.Default;
if (behaviourContext.IsDecodingBehaviourFlagSupported())
{
behaviour = parameter.DecodingBehaviourFlags;
}
DecodingBehaviour = behaviour;
if (parameter.ResetVoiceDropFlag)
{
VoiceDropFlag = false;
}
if (ShouldUpdateParameters(ref parameter))
{
DataSourceStateUnmapped = !poolMapper.TryAttachBuffer(out outErrorInfo, ref DataSourceStateAddressInfo, parameter.DataSourceStateAddress, parameter.DataSourceStateSize);
}
else
{
outErrorInfo = new ErrorInfo();
}
}
/// <summary>
/// Update the internal play state from user play state.
/// </summary>
/// <param name="userPlayState">The target user play state.</param>
public void UpdatePlayState(PlayState userPlayState)
{
Types.PlayState oldServerPlayState = PlayState;
PreviousPlayState = oldServerPlayState;
Types.PlayState newServerPlayState;
switch (userPlayState)
{
case Common.PlayState.Start:
newServerPlayState = Types.PlayState.Started;
break;
case Common.PlayState.Stop:
if (oldServerPlayState == Types.PlayState.Stopped)
{
return;
}
newServerPlayState = Types.PlayState.Stopping;
break;
case Common.PlayState.Pause:
newServerPlayState = Types.PlayState.Paused;
break;
default:
throw new NotImplementedException($"Unhandled PlayState.{userPlayState}");
}
PlayState = newServerPlayState;
}
/// <summary>
/// Write the status of the voice to the given user output.
/// </summary>
/// <param name="outStatus">The given user output.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
public void WriteOutStatus(ref VoiceOutStatus outStatus, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates)
{
#if DEBUG
// Sanity check in debug mode of the internal state
if (!parameter.IsNew && !IsNew)
{
for (int i = 1; i < ChannelsCount; i++)
{
ref VoiceUpdateState stateA = ref voiceUpdateStates[i - 1].Span[0];
ref VoiceUpdateState stateB = ref voiceUpdateStates[i].Span[0];
Debug.Assert(stateA.WaveBufferConsumed == stateB.WaveBufferConsumed);
Debug.Assert(stateA.PlayedSampleCount == stateB.PlayedSampleCount);
Debug.Assert(stateA.Offset == stateB.Offset);
Debug.Assert(stateA.WaveBufferIndex == stateB.WaveBufferIndex);
Debug.Assert(stateA.Fraction == stateB.Fraction);
Debug.Assert(stateA.IsWaveBufferValid.SequenceEqual(stateB.IsWaveBufferValid));
}
}
#endif
if (parameter.IsNew || IsNew)
{
IsNew = true;
outStatus.VoiceDropFlag = false;
outStatus.PlayedWaveBuffersCount = 0;
outStatus.PlayedSampleCount = 0;
}
else
{
ref VoiceUpdateState state = ref voiceUpdateStates[0].Span[0];
outStatus.VoiceDropFlag = VoiceDropFlag;
outStatus.PlayedWaveBuffersCount = state.WaveBufferConsumed;
outStatus.PlayedSampleCount = state.PlayedSampleCount;
}
}
/// <summary>
/// Update the internal state of all the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">An array of <see cref="ErrorInfo"/> used to report errors when mapping any of the <see cref="WaveBuffer"/>.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateWaveBuffers(out ErrorInfo[] errorInfos, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
errorInfos = new ErrorInfo[RendererConstants.VoiceWaveBufferCount * 2];
if (parameter.IsNew)
{
InitializeWaveBuffers();
for (int i = 0; i < parameter.ChannelCount; i++)
{
voiceUpdateStates[i].Span[0].IsWaveBufferValid.Fill(false);
}
}
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < RendererConstants.VoiceWaveBufferCount; i++)
{
UpdateWaveBuffer(errorInfos.AsSpan().Slice(i * 2, 2), ref WaveBuffers[i], ref parameter.WaveBuffers[i], parameter.SampleFormat, voiceUpdateState.IsWaveBufferValid[i], ref mapper, ref behaviourContext);
}
}
/// <summary>
/// Update the internal state of one of the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">A <see cref="Span{ErrorInfo}"/> used to report errors when mapping the <see cref="WaveBuffer"/>.</param>
/// <param name="waveBuffer">The <see cref="WaveBuffer"/> to update.</param>
/// <param name="inputWaveBuffer">The <see cref="WaveBufferInternal"/> from the user input.</param>
/// <param name="sampleFormat">The <see cref="SampleFormat"/> from the user input.</param>
/// <param name="isValid">If set to true, the server side wavebuffer is considered valid.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
private void UpdateWaveBuffer(Span<ErrorInfo> errorInfos, ref WaveBuffer waveBuffer, ref WaveBufferInternal inputWaveBuffer, SampleFormat sampleFormat, bool isValid, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
if (!isValid && waveBuffer.IsSendToAudioProcessor && waveBuffer.BufferAddressInfo.CpuAddress != 0)
{
mapper.ForceUnmap(ref waveBuffer.BufferAddressInfo);
waveBuffer.BufferAddressInfo.Setup(0, 0);
}
if (!inputWaveBuffer.SentToServer || BufferInfoUnmapped)
{
if (inputWaveBuffer.IsSampleOffsetValid(sampleFormat))
{
Debug.Assert(waveBuffer.IsSendToAudioProcessor);
waveBuffer.IsSendToAudioProcessor = false;
waveBuffer.StartSampleOffset = inputWaveBuffer.StartSampleOffset;
waveBuffer.EndSampleOffset = inputWaveBuffer.EndSampleOffset;
waveBuffer.ShouldLoop = inputWaveBuffer.ShouldLoop;
waveBuffer.IsEndOfStream = inputWaveBuffer.IsEndOfStream;
waveBuffer.LoopStartSampleOffset = inputWaveBuffer.LoopFirstSampleOffset;
waveBuffer.LoopEndSampleOffset = inputWaveBuffer.LoopLastSampleOffset;
waveBuffer.LoopCount = inputWaveBuffer.LoopCount;
BufferInfoUnmapped = !mapper.TryAttachBuffer(out ErrorInfo bufferInfoError, ref waveBuffer.BufferAddressInfo, inputWaveBuffer.Address, inputWaveBuffer.Size);
errorInfos[0] = bufferInfoError;
if (sampleFormat == SampleFormat.Adpcm && behaviourContext.IsAdpcmLoopContextBugFixed() && inputWaveBuffer.ContextAddress != 0)
{
bool adpcmLoopContextMapped = mapper.TryAttachBuffer(out ErrorInfo adpcmLoopContextInfoError,
ref waveBuffer.ContextAddressInfo,
inputWaveBuffer.ContextAddress,
inputWaveBuffer.ContextSize);
errorInfos[1] = adpcmLoopContextInfoError;
if (adpcmLoopContextMapped)
{
BufferInfoUnmapped = DataSourceStateUnmapped;
}
else
{
BufferInfoUnmapped = true;
}
}
else
{
waveBuffer.ContextAddressInfo.Setup(0, 0);
}
}
else
{
errorInfos[0].ErrorCode = ResultCode.InvalidAddressInfo;
errorInfos[0].ExtraErrorInfo = inputWaveBuffer.Address;
}
}
}
/// <summary>
/// Reset the resources associated to this <see cref="VoiceState"/>.
/// </summary>
/// <param name="context">The voice context.</param>
private void ResetResources(VoiceContext context)
{
for (int i = 0; i < ChannelsCount; i++)
{
int channelResourceId = ChannelResourceIds[i];
ref VoiceChannelResource voiceChannelResource = ref context.GetChannelResource(channelResourceId);
Debug.Assert(voiceChannelResource.IsUsed);
Memory<VoiceUpdateState> dspSharedState = context.GetUpdateStateForDsp(channelResourceId);
MemoryMarshal.Cast<VoiceUpdateState, byte>(dspSharedState.Span).Fill(0);
voiceChannelResource.UpdateState();
}
}
/// <summary>
/// Flush a certain amount of <see cref="WaveBuffer"/>.
/// </summary>
/// <param name="waveBufferCount">The amount of wavebuffer to flush.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="channelCount">The channel count from user input.</param>
private void FlushWaveBuffers(uint waveBufferCount, Memory<VoiceUpdateState>[] voiceUpdateStates, uint channelCount)
{
uint waveBufferIndex = WaveBuffersIndex;
for (int i = 0; i < waveBufferCount; i++)
{
WaveBuffers[(int)waveBufferIndex].IsSendToAudioProcessor = true;
for (int j = 0; j < channelCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
voiceUpdateState.IsWaveBufferValid[(int)waveBufferIndex] = false;
}
waveBufferIndex = (waveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
}
}
/// <summary>
/// Update the internal parameters for command generation.
/// </summary>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateParametersForCommandGeneration(Memory<VoiceUpdateState>[] voiceUpdateStates)
{
if (FlushWaveBufferCount != 0)
{
FlushWaveBuffers(FlushWaveBufferCount, voiceUpdateStates, ChannelsCount);
FlushWaveBufferCount = 0;
}
switch (PlayState)
{
case Types.PlayState.Started:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
if (!wavebuffer.IsSendToAudioProcessor)
{
for (int y = 0; y < ChannelsCount; y++)
{
Debug.Assert(!voiceUpdateStates[y].Span[0].IsWaveBufferValid[i]);
voiceUpdateStates[y].Span[0].IsWaveBufferValid[i] = true;
}
wavebuffer.IsSendToAudioProcessor = true;
}
}
WasPlaying = false;
ref VoiceUpdateState primaryVoiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < primaryVoiceUpdateState.IsWaveBufferValid.Length; i++)
{
if (primaryVoiceUpdateState.IsWaveBufferValid[i])
{
return true;
}
}
return false;
case Types.PlayState.Stopping:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
wavebuffer.IsSendToAudioProcessor = true;
for (int j = 0; j < ChannelsCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
if (voiceUpdateState.IsWaveBufferValid[i])
{
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
}
voiceUpdateState.IsWaveBufferValid[i] = false;
}
}
for (int i = 0; i < ChannelsCount; i++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[i].Span[0];
voiceUpdateState.Offset = 0;
voiceUpdateState.PlayedSampleCount = 0;
voiceUpdateState.Pitch.ToSpan().Fill(0);
voiceUpdateState.Fraction = 0;
voiceUpdateState.LoopContext = new Dsp.State.AdpcmLoopContext();
}
PlayState = Types.PlayState.Stopped;
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
case Types.PlayState.Stopped:
case Types.PlayState.Paused:
foreach (ref WaveBuffer wavebuffer in WaveBuffers.ToSpan())
{
wavebuffer.BufferAddressInfo.GetReference(true);
wavebuffer.ContextAddressInfo.GetReference(true);
}
if (SampleFormat == SampleFormat.Adpcm)
{
if (DataSourceStateAddressInfo.CpuAddress != 0)
{
DataSourceStateAddressInfo.GetReference(true);
}
}
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
default:
throw new NotImplementedException($"{PlayState}");
}
}
/// <summary>
/// Update the internal state for command generation.
/// </summary>
/// <param name="context">The voice context.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateForCommandGeneration(VoiceContext context)
{
if (IsNew)
{
ResetResources(context);
PreviousVolume = Volume;
IsNew = false;
}
Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[RendererConstants.VoiceChannelCountMax];
for (int i = 0; i < ChannelsCount; i++)
{
voiceUpdateStates[i] = context.GetUpdateStateForDsp(ChannelResourceIds[i]);
}
return UpdateParametersForCommandGeneration(voiceUpdateStates);
}
}
}

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//
// 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.Server.MemoryPool;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// A wavebuffer used for server update.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x58, Pack = 1)]
public struct WaveBuffer
{
/// <summary>
/// The <see cref="AddressInfo"/> of the sample data of the wavebuffer.
/// </summary>
public AddressInfo BufferAddressInfo;
/// <summary>
/// The <see cref="AddressInfo"/> of the context of the wavebuffer.
/// </summary>
/// <remarks>Only used by <see cref="Common.SampleFormat.Adpcm"/>.</remarks>
public AddressInfo ContextAddressInfo;
/// <summary>
/// First sample to play of the wavebuffer.
/// </summary>
public uint StartSampleOffset;
/// <summary>
/// Last sample to play of the wavebuffer.
/// </summary>
public uint EndSampleOffset;
/// <summary>
/// Set to true if the wavebuffer is looping.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool ShouldLoop;
/// <summary>
/// Set to true if the wavebuffer is the end of stream.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
/// <summary>
/// Set to true if the wavebuffer wasn't sent to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsSendToAudioProcessor;
/// <summary>
/// First sample to play when looping the wavebuffer.
/// </summary>
public uint LoopStartSampleOffset;
/// <summary>
/// Last sample to play when looping the wavebuffer.
/// </summary>
public uint LoopEndSampleOffset;
/// <summary>
/// The max loop count.
/// </summary>
public int LoopCount;
/// <summary>
/// Create a new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="version">The target version of the wavebuffer.</param>
/// <returns>A new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.</returns>
public Common.WaveBuffer ToCommon(int version)
{
Common.WaveBuffer waveBuffer = new Common.WaveBuffer();
waveBuffer.Buffer = BufferAddressInfo.GetReference(true);
waveBuffer.BufferSize = (uint)BufferAddressInfo.Size;
if (ContextAddressInfo.CpuAddress != 0)
{
waveBuffer.Context = ContextAddressInfo.GetReference(true);
waveBuffer.ContextSize = (uint)ContextAddressInfo.Size;
}
waveBuffer.StartSampleOffset = StartSampleOffset;
waveBuffer.EndSampleOffset = EndSampleOffset;
waveBuffer.Looping = ShouldLoop;
waveBuffer.IsEndOfStream = IsEndOfStream;
if (version == 2)
{
waveBuffer.LoopCount = LoopCount;
waveBuffer.LoopStartSampleOffset = LoopStartSampleOffset;
waveBuffer.LoopEndSampleOffset = LoopEndSampleOffset;
}
else
{
waveBuffer.LoopCount = -1;
}
return waveBuffer;
}
}
}