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Ryujinx/Ryujinx.Audio/Renderer/Dsp/AudioProcessor.cs

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using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Dsp.Command;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using System;
using System.Threading;
namespace Ryujinx.Audio.Renderer.Dsp
{
public class AudioProcessor : IDisposable
{
private const int MaxBufferedFrames = 5;
private const int TargetBufferedFrames = 3;
private enum MailboxMessage : uint
{
Start,
Stop,
RenderStart,
RenderEnd
}
private class RendererSession
{
public CommandList CommandList;
public int RenderingLimit;
public ulong AppletResourceId;
}
private Mailbox<MailboxMessage> _mailbox;
private RendererSession[] _sessionCommandList;
private Thread _workerThread;
public IHardwareDevice[] OutputDevices { get; private set; }
private long _lastTime;
private long _playbackEnds;
private ManualResetEvent _event;
private ManualResetEvent _pauseEvent;
public AudioProcessor()
{
_event = new ManualResetEvent(false);
}
private static uint GetHardwareChannelCount(IHardwareDeviceDriver deviceDriver)
{
// Get the real device driver (In case the compat layer is on top of it).
deviceDriver = deviceDriver.GetRealDeviceDriver();
if (deviceDriver.SupportsChannelCount(6))
{
return 6;
}
else
{
// NOTE: We default to stereo as this will get downmixed to mono by the compat layer if it's not compatible.
return 2;
}
}
public void Start(IHardwareDeviceDriver deviceDriver, float volume)
{
OutputDevices = new IHardwareDevice[Constants.AudioRendererSessionCountMax];
// TODO: Before enabling this, we need up-mixing from stereo to 5.1.
// uint channelCount = GetHardwareChannelCount(deviceDriver);
uint channelCount = 2;
for (int i = 0; i < OutputDevices.Length; i++)
{
// TODO: Don't hardcode sample rate.
OutputDevices[i] = new HardwareDeviceImpl(deviceDriver, channelCount, Constants.TargetSampleRate, volume);
}
_mailbox = new Mailbox<MailboxMessage>();
_sessionCommandList = new RendererSession[Constants.AudioRendererSessionCountMax];
_event.Reset();
_lastTime = PerformanceCounter.ElapsedNanoseconds;
_pauseEvent = deviceDriver.GetPauseEvent();
StartThread();
_mailbox.SendMessage(MailboxMessage.Start);
if (_mailbox.ReceiveResponse() != MailboxMessage.Start)
{
throw new InvalidOperationException("Audio Processor Start response was invalid!");
}
}
public void Stop()
{
_mailbox.SendMessage(MailboxMessage.Stop);
if (_mailbox.ReceiveResponse() != MailboxMessage.Stop)
{
throw new InvalidOperationException("Audio Processor Stop response was invalid!");
}
foreach (IHardwareDevice device in OutputDevices)
{
device.Dispose();
}
}
public void Send(int sessionId, CommandList commands, int renderingLimit, ulong appletResourceId)
{
_sessionCommandList[sessionId] = new RendererSession
{
CommandList = commands,
RenderingLimit = renderingLimit,
AppletResourceId = appletResourceId
};
}
public void Signal()
{
_mailbox.SendMessage(MailboxMessage.RenderStart);
}
public void Wait()
{
if (_mailbox.ReceiveResponse() != MailboxMessage.RenderEnd)
{
throw new InvalidOperationException("Audio Processor Wait response was invalid!");
}
long increment = Constants.AudioProcessorMaxUpdateTimeTarget;
long timeNow = PerformanceCounter.ElapsedNanoseconds;
if (timeNow > _playbackEnds)
{
// Playback has restarted.
_playbackEnds = timeNow;
}
_playbackEnds += increment;
// The number of frames we are behind where the timer says we should be.
long framesBehind = (timeNow - _lastTime) / increment;
// The number of frames yet to play on the backend.
long bufferedFrames = (_playbackEnds - timeNow) / increment + framesBehind;
// If we've entered a situation where a lot of buffers will be queued on the backend,
// Skip some audio frames so that playback can catch up.
if (bufferedFrames > MaxBufferedFrames)
{
// Skip a few frames so that we're not too far behind. (the target number of frames)
_lastTime += increment * (bufferedFrames - TargetBufferedFrames);
}
while (timeNow < _lastTime + increment)
{
_event.WaitOne(1);
timeNow = PerformanceCounter.ElapsedNanoseconds;
}
_lastTime += increment;
}
private void StartThread()
{
_workerThread = new Thread(Work)
{
Name = "AudioProcessor.Worker"
};
_workerThread.Start();
}
private void Work()
{
if (_mailbox.ReceiveMessage() != MailboxMessage.Start)
{
throw new InvalidOperationException("Audio Processor Start message was invalid!");
}
_mailbox.SendResponse(MailboxMessage.Start);
_mailbox.SendResponse(MailboxMessage.RenderEnd);
Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio processor");
while (true)
{
_pauseEvent?.WaitOne();
MailboxMessage message = _mailbox.ReceiveMessage();
if (message == MailboxMessage.Stop)
{
break;
}
if (message == MailboxMessage.RenderStart)
{
long startTicks = PerformanceCounter.ElapsedNanoseconds;
for (int i = 0; i < _sessionCommandList.Length; i++)
{
if (_sessionCommandList[i] != null)
{
_sessionCommandList[i].CommandList.Process(OutputDevices[i]);
_sessionCommandList[i].CommandList.Dispose();
_sessionCommandList[i] = null;
}
}
long endTicks = PerformanceCounter.ElapsedNanoseconds;
long elapsedTime = endTicks - startTicks;
if (Constants.AudioProcessorMaxUpdateTime < elapsedTime)
{
Logger.Debug?.Print(LogClass.AudioRenderer, $"DSP too slow (exceeded by {elapsedTime - Constants.AudioProcessorMaxUpdateTime}ns)");
}
_mailbox.SendResponse(MailboxMessage.RenderEnd);
}
}
Logger.Info?.Print(LogClass.AudioRenderer, "Stopping audio processor");
_mailbox.SendResponse(MailboxMessage.Stop);
}
public float GetVolume()
{
if (OutputDevices != null)
{
foreach (IHardwareDevice outputDevice in OutputDevices)
{
if (outputDevice != null)
{
return outputDevice.GetVolume();
}
}
}
return 0f;
}
public void SetVolume(float volume)
{
if (OutputDevices != null)
{
foreach (IHardwareDevice outputDevice in OutputDevices)
{
outputDevice?.SetVolume(volume);
}
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_event.Dispose();
}
}
}
}