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a389dd59bd
* 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.
383 lines
14 KiB
C#
383 lines
14 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common.Logging;
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using System;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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using CpuAddress = System.UInt64;
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using DspAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.MemoryPool
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{
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/// <summary>
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/// Memory pool mapping helper.
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/// </summary>
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public class PoolMapper
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{
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const uint CurrentProcessPseudoHandle = 0xFFFF8001;
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/// <summary>
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/// The result of <see cref="Update(ref MemoryPoolState, ref MemoryPoolInParameter, ref MemoryPoolOutStatus)"/>.
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/// </summary>
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public enum UpdateResult : uint
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{
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/// <summary>
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/// No error reported.
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/// </summary>
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Success = 0,
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/// <summary>
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/// The user parameters were invalid.
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/// </summary>
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InvalidParameter = 1,
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/// <summary>
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/// <see cref="Dsp.AudioProcessor"/> mapping failed.
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/// </summary>
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MapError = 2,
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/// <summary>
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/// <see cref="Dsp.AudioProcessor"/> unmapping failed.
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/// </summary>
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UnmapError = 3
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}
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/// <summary>
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/// The handle of the process owning the CPU memory manipulated.
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/// </summary>
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private uint _processHandle;
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/// <summary>
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/// The <see cref="Memory{MemoryPoolState}"/> that will be manipulated.
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/// </summary>
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private Memory<MemoryPoolState> _memoryPools;
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/// <summary>
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/// If set to true, this will try to force map memory pool even if their state are considered invalid.
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/// </summary>
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private bool _isForceMapEnabled;
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/// <summary>
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/// Create a new <see cref="PoolMapper"/> used for system mapping.
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/// </summary>
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/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
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/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
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public PoolMapper(uint processHandle, bool isForceMapEnabled)
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{
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_processHandle = processHandle;
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_isForceMapEnabled = isForceMapEnabled;
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_memoryPools = Memory<MemoryPoolState>.Empty;
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}
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/// <summary>
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/// Create a new <see cref="PoolMapper"/> used for user mapping.
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/// </summary>
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/// <param name="processHandle">The handle of the process owning the CPU memory manipulated.</param>
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/// <param name="memoryPool">The user memory pools.</param>
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/// <param name="isForceMapEnabled">If set to true, this will try to force map memory pool even if their state are considered invalid.</param>
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public PoolMapper(uint processHandle, Memory<MemoryPoolState> memoryPool, bool isForceMapEnabled)
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{
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_processHandle = processHandle;
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_memoryPools = memoryPool;
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_isForceMapEnabled = isForceMapEnabled;
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}
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/// <summary>
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/// Initialize the <see cref="MemoryPoolState"/> for system use.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> for system use.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
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/// <param name="size">The size to assign.</param>
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/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
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public bool InitializeSystemPool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
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{
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if (memoryPool.Location != MemoryPoolState.LocationType.Dsp)
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{
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return false;
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}
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return InitializePool(ref memoryPool, cpuAddress, size);
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}
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/// <summary>
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/// Initialize the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/> to assign.</param>
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/// <param name="size">The size to assign.</param>
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/// <returns>Returns true if mapping on the <see cref="Dsp.AudioProcessor"/> succeeded.</returns>
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public bool InitializePool(ref MemoryPoolState memoryPool, CpuAddress cpuAddress, ulong size)
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{
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memoryPool.SetCpuAddress(cpuAddress, size);
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return Map(ref memoryPool) != 0;
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}
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/// <summary>
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/// Get the process handle associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/>.</param>
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/// <returns>Returns the process handle associated to the <see cref="MemoryPoolState"/>.</returns>
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public uint GetProcessHandle(ref MemoryPoolState memoryPool)
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{
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if (memoryPool.Location == MemoryPoolState.LocationType.Cpu)
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{
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return CurrentProcessPseudoHandle;
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}
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else if (memoryPool.Location == MemoryPoolState.LocationType.Dsp)
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{
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return _processHandle;
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}
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return 0;
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}
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/// <summary>
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/// Map the <see cref="MemoryPoolState"/> on the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to map.</param>
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/// <returns>Returns the DSP address mapped.</returns>
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public DspAddress Map(ref MemoryPoolState memoryPool)
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{
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DspAddress result = AudioProcessorMemoryManager.Map(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
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if (result != 0)
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{
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memoryPool.DspAddress = result;
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}
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return result;
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}
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/// <summary>
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/// Unmap the <see cref="MemoryPoolState"/> from the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to unmap.</param>
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/// <returns>Returns true if unmapped.</returns>
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public bool Unmap(ref MemoryPoolState memoryPool)
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{
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if (memoryPool.IsUsed)
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{
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return false;
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}
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AudioProcessorMemoryManager.Unmap(GetProcessHandle(ref memoryPool), memoryPool.CpuAddress, memoryPool.Size);
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memoryPool.SetCpuAddress(0, 0);
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memoryPool.DspAddress = 0;
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return true;
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}
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/// <summary>
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/// Find a <see cref="MemoryPoolState"/> associated to the region given.
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/// </summary>
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/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
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/// <param name="size">The region size.</param>
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/// <returns>Returns the <see cref="MemoryPoolState"/> found or <see cref="Memory{MemoryPoolState}.Empty"/> if not found.</returns>
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private Span<MemoryPoolState> FindMemoryPool(CpuAddress cpuAddress, ulong size)
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{
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if (!_memoryPools.IsEmpty && _memoryPools.Length > 0)
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{
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for (int i = 0; i < _memoryPools.Length; i++)
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{
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if (_memoryPools.Span[i].Contains(cpuAddress, size))
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{
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return _memoryPools.Span.Slice(i, 1);
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}
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}
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}
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return Span<MemoryPoolState>.Empty;
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}
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/// <summary>
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/// Force unmap the given <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to force unmap</param>
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public void ForceUnmap(ref AddressInfo addressInfo)
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{
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if (_isForceMapEnabled)
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{
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Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
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if (!memoryPool.IsEmpty)
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{
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AudioProcessorMemoryManager.Unmap(_processHandle, memoryPool[0].CpuAddress, memoryPool[0].Size);
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return;
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}
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AudioProcessorMemoryManager.Unmap(_processHandle, addressInfo.CpuAddress, 0);
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}
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}
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/// <summary>
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/// Try to attach the given region to the <see cref="AddressInfo"/>.
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/// </summary>
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/// <param name="errorInfo">The error information if an error was generated.</param>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to attach the region to.</param>
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/// <param name="cpuAddress">The region <see cref="CpuAddress"/>.</param>
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/// <param name="size">The region size.</param>
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/// <returns>Returns true if mapping was performed.</returns>
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public bool TryAttachBuffer(out ErrorInfo errorInfo, ref AddressInfo addressInfo, CpuAddress cpuAddress, ulong size)
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{
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errorInfo = new ErrorInfo();
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addressInfo.Setup(cpuAddress, size);
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if (AssignDspAddress(ref addressInfo))
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{
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errorInfo.ErrorCode = 0x0;
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errorInfo.ExtraErrorInfo = 0x0;
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return true;
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}
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else
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{
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errorInfo.ErrorCode = ResultCode.InvalidAddressInfo;
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errorInfo.ExtraErrorInfo = addressInfo.CpuAddress;
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return _isForceMapEnabled;
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}
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}
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/// <summary>
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/// Update a <see cref="MemoryPoolState"/> using user parameters.
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/// </summary>
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/// <param name="memoryPool">The <see cref="MemoryPoolState"/> to update.</param>
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/// <param name="inParameter">Input user parameter.</param>
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/// <param name="outStatus">Output user parameter.</param>
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/// <returns>Returns the <see cref="UpdateResult"/> of the operations performed.</returns>
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public UpdateResult Update(ref MemoryPoolState memoryPool, ref MemoryPoolInParameter inParameter, ref MemoryPoolOutStatus outStatus)
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{
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MemoryPoolUserState inputState = inParameter.State;
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MemoryPoolUserState outputState;
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const uint pageSize = 0x1000;
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if (inputState != MemoryPoolUserState.RequestAttach && inputState != MemoryPoolUserState.RequestDetach)
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{
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return UpdateResult.Success;
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}
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if (inParameter.CpuAddress == 0 || (inParameter.CpuAddress & (pageSize - 1)) != 0)
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{
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return UpdateResult.InvalidParameter;
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}
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if (inParameter.Size == 0 || (inParameter.Size & (pageSize - 1)) != 0)
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{
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return UpdateResult.InvalidParameter;
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}
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if (inputState == MemoryPoolUserState.RequestAttach)
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{
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bool initializeSuccess = InitializePool(ref memoryPool, inParameter.CpuAddress, inParameter.Size);
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if (!initializeSuccess)
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{
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memoryPool.SetCpuAddress(0, 0);
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Logger.Error?.Print(LogClass.AudioRenderer, $"Map of memory pool (address: 0x{inParameter.CpuAddress:x}, size 0x{inParameter.Size:x}) failed!");
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return UpdateResult.MapError;
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}
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outputState = MemoryPoolUserState.Attached;
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}
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else
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{
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if (memoryPool.CpuAddress != inParameter.CpuAddress || memoryPool.Size != inParameter.Size)
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{
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return UpdateResult.InvalidParameter;
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}
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if (!Unmap(ref memoryPool))
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{
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Logger.Error?.Print(LogClass.AudioRenderer, $"Unmap of memory pool (address: 0x{memoryPool.CpuAddress:x}, size 0x{memoryPool.Size:x}) failed!");
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return UpdateResult.UnmapError;
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}
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outputState = MemoryPoolUserState.Detached;
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}
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outStatus.State = outputState;
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return UpdateResult.Success;
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}
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/// <summary>
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/// Map the <see cref="AddressInfo"/> to the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="addressInfo">The <see cref="AddressInfo"/> to map.</param>
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/// <returns>Returns true if mapping was performed.</returns>
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private bool AssignDspAddress(ref AddressInfo addressInfo)
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{
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if (addressInfo.CpuAddress == 0)
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{
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return false;
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}
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if (_memoryPools.Length > 0)
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{
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Span<MemoryPoolState> memoryPool = FindMemoryPool(addressInfo.CpuAddress, addressInfo.Size);
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if (!memoryPool.IsEmpty)
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{
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addressInfo.SetupMemoryPool(memoryPool);
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return true;
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}
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}
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if (_isForceMapEnabled)
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{
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DspAddress dspAddress = AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
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addressInfo.ForceMappedDspAddress = dspAddress;
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AudioProcessorMemoryManager.Map(_processHandle, addressInfo.CpuAddress, addressInfo.Size);
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}
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else
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{
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unsafe
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{
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addressInfo.SetupMemoryPool(MemoryPoolState.Null);
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}
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}
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return false;
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}
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/// <summary>
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/// Remove the usage flag from all the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="memoryPool">The <see cref="Memory{MemoryPoolState}"/> to reset.</param>
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public static void ClearUsageState(Memory<MemoryPoolState> memoryPool)
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{
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foreach (ref MemoryPoolState info in memoryPool.Span)
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{
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info.IsUsed = false;
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}
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}
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}
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}
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