ryujinx-mirror/Ryujinx.Audio/Renderer/Dsp/DataSourceHelper.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
2021-02-26 01:11:56 +01:00

409 lines
17 KiB
C#

//
// Copyright (c) 2019-2021 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.Common;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class DataSourceHelper
{
private const int FixedPointPrecision = 15;
public class WaveBufferInformation
{
public Memory<VoiceUpdateState> State;
public uint SourceSampleRate;
public SampleFormat SampleFormat;
public float Pitch;
public DecodingBehaviour DecodingBehaviour;
public WaveBuffer[] WaveBuffers;
public ulong ExtraParameter;
public ulong ExtraParameterSize;
public int ChannelIndex;
public int ChannelCount;
public SampleRateConversionQuality SrcQuality;
}
private static int GetPitchLimitBySrcQuality(SampleRateConversionQuality quality)
{
switch (quality)
{
case SampleRateConversionQuality.Default:
case SampleRateConversionQuality.Low:
return 4;
case SampleRateConversionQuality.High:
return 8;
default:
throw new ArgumentException($"{quality}");
}
}
public static void ProcessWaveBuffers(IVirtualMemoryManager memoryManager, Span<float> outputBuffer, WaveBufferInformation info, uint targetSampleRate, int sampleCount)
{
const int tempBufferSize = 0x3F00;
ref VoiceUpdateState state = ref info.State.Span[0];
short[] tempBuffer = ArrayPool<short>.Shared.Rent(tempBufferSize);
float sampleRateRatio = ((float)info.SourceSampleRate / targetSampleRate * info.Pitch);
float fraction = state.Fraction;
int waveBufferIndex = (int)state.WaveBufferIndex;
ulong playedSampleCount = state.PlayedSampleCount;
int offset = state.Offset;
uint waveBufferConsumed = state.WaveBufferConsumed;
int pitchMaxLength = GetPitchLimitBySrcQuality(info.SrcQuality);
int totalNeededSize = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCount);
if (totalNeededSize + pitchMaxLength <= tempBufferSize && totalNeededSize >= 0)
{
int sourceSampleCountToProcess = sampleCount;
int maxSampleCountPerIteration = Math.Min((int)MathF.Truncate((tempBufferSize - fraction) / sampleRateRatio), sampleCount);
bool isStarving = false;
int i = 0;
while (i < sourceSampleCountToProcess)
{
int tempBufferIndex = 0;
if (!info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
{
state.Pitch.ToSpan().Slice(0, pitchMaxLength).CopyTo(tempBuffer.AsSpan());
tempBufferIndex += pitchMaxLength;
}
int sampleCountToProcess = Math.Min(sourceSampleCountToProcess, maxSampleCountPerIteration);
int y = 0;
int sampleCountToDecode = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCountToProcess);
while (y < sampleCountToDecode)
{
if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Invalid WaveBuffer index {waveBufferIndex}");
waveBufferIndex = 0;
playedSampleCount = 0;
}
if (!state.IsWaveBufferValid[waveBufferIndex])
{
isStarving = true;
break;
}
ref WaveBuffer waveBuffer = ref info.WaveBuffers[waveBufferIndex];
if (offset == 0 && info.SampleFormat == SampleFormat.Adpcm && waveBuffer.Context != 0)
{
state.LoopContext = memoryManager.Read<AdpcmLoopContext>(waveBuffer.Context);
}
Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
int decodedSampleCount = -1;
int targetSampleStartOffset;
int targetSampleEndOffset;
if (state.LoopCount > 0 && waveBuffer.LoopStartSampleOffset != 0 && waveBuffer.LoopEndSampleOffset != 0 && waveBuffer.LoopStartSampleOffset <= waveBuffer.LoopEndSampleOffset)
{
targetSampleStartOffset = (int)waveBuffer.LoopStartSampleOffset;
targetSampleEndOffset = (int)waveBuffer.LoopEndSampleOffset;
}
else
{
targetSampleStartOffset = (int)waveBuffer.StartSampleOffset;
targetSampleEndOffset = (int)waveBuffer.EndSampleOffset;
}
int targetWaveBufferSampleCount = targetSampleEndOffset - targetSampleStartOffset;
switch (info.SampleFormat)
{
case SampleFormat.Adpcm:
ReadOnlySpan<byte> waveBufferAdpcm = ReadOnlySpan<byte>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
// TODO: we are possibly copying a lot of unneeded data here, we should only take what we need.
waveBufferAdpcm = memoryManager.GetSpan(waveBuffer.Buffer, (int)waveBuffer.BufferSize);
}
ReadOnlySpan<short> coefficients = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(info.ExtraParameter, (int)info.ExtraParameterSize));
decodedSampleCount = AdpcmHelper.Decode(tempSpan, waveBufferAdpcm, targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y, coefficients, ref state.LoopContext);
break;
case SampleFormat.PcmInt16:
ReadOnlySpan<short> waveBufferPcm16 = ReadOnlySpan<short>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<short>(targetSampleStartOffset, offset, info.ChannelCount);
int bufferSize = PcmHelper.GetBufferSize<short>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
waveBufferPcm16 = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(bufferOffset, bufferSize));
}
decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcm16, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
break;
case SampleFormat.PcmFloat:
ReadOnlySpan<float> waveBufferPcmFloat = ReadOnlySpan<float>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<float>(targetSampleStartOffset, offset, info.ChannelCount);
int bufferSize = PcmHelper.GetBufferSize<float>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
waveBufferPcmFloat = MemoryMarshal.Cast<byte, float>(memoryManager.GetSpan(bufferOffset, bufferSize));
}
decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcmFloat, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
break;
default:
Logger.Warning?.Print(LogClass.AudioRenderer, $"Unsupported sample format {info.SampleFormat}");
break;
}
Debug.Assert(decodedSampleCount <= sampleCountToDecode);
if (decodedSampleCount < 0)
{
Logger.Warning?.Print(LogClass.AudioRenderer, $"Decoding failed, skipping WaveBuffer");
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
decodedSampleCount = 0;
}
y += decodedSampleCount;
offset += decodedSampleCount;
playedSampleCount += (uint)decodedSampleCount;
if (offset >= targetWaveBufferSampleCount || decodedSampleCount == 0)
{
offset = 0;
if (waveBuffer.Looping)
{
state.LoopCount++;
if (waveBuffer.LoopCount >= 0)
{
if (decodedSampleCount == 0 || state.LoopCount > waveBuffer.LoopCount)
{
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
}
}
if (decodedSampleCount == 0)
{
isStarving = true;
break;
}
if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.PlayedSampleCountResetWhenLooping))
{
playedSampleCount = 0;
}
}
else
{
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
}
}
}
Span<float> outputSpan = outputBuffer.Slice(i);
Span<int> outputSpanInt = MemoryMarshal.Cast<float, int>(outputSpan);
if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
{
for (int j = 0; j < y; j++)
{
outputBuffer[j] = tempBuffer[j];
}
}
else
{
Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
tempSpan.Slice(0, sampleCountToDecode - y).Fill(0);
ToFloat(outputBuffer, outputSpanInt, sampleCountToProcess);
ResamplerHelper.Resample(outputBuffer, tempBuffer, sampleRateRatio, ref fraction, sampleCountToProcess, info.SrcQuality, y != sourceSampleCountToProcess || info.Pitch != 1.0f);
tempBuffer.AsSpan().Slice(sampleCountToDecode, pitchMaxLength).CopyTo(state.Pitch.ToSpan());
}
i += sampleCountToProcess;
}
Debug.Assert(sourceSampleCountToProcess == i || !isStarving);
state.WaveBufferConsumed = waveBufferConsumed;
state.Offset = offset;
state.PlayedSampleCount = playedSampleCount;
state.WaveBufferIndex = (uint)waveBufferIndex;
state.Fraction = fraction;
}
ArrayPool<short>.Shared.Return(tempBuffer);
}
private static void ToFloatAvx(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
ReadOnlySpan<Vector256<int>> inputVec = MemoryMarshal.Cast<int, Vector256<int>>(input);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(output);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector256Single(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = input[i];
}
}
private static void ToFloatSse2(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
ReadOnlySpan<Vector128<int>> inputVec = MemoryMarshal.Cast<int, Vector128<int>>(input);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(output);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse2.ConvertToVector128Single(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = input[i];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ToFloatSlow(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
for (int i = 0; i < sampleCount; i++)
{
output[i] = input[i];
}
}
public static void ToFloat(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
if (Avx.IsSupported)
{
ToFloatAvx(output, input, sampleCount);
}
else if (Sse2.IsSupported)
{
ToFloatSse2(output, input, sampleCount);
}
else
{
ToFloatSlow(output, input, sampleCount);
}
}
public static void ToIntAvx(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(input);
Span<Vector256<int>> outputVec = MemoryMarshal.Cast<int, Vector256<int>>(output);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector256Int32(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
public static void ToIntSse2(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(input);
Span<Vector128<int>> outputVec = MemoryMarshal.Cast<int, Vector128<int>>(output);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector128Int32(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ToIntSlow(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
for (int i = 0; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
public static void ToInt(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
if (Avx.IsSupported)
{
ToIntAvx(output, input, sampleCount);
}
else if (Sse2.IsSupported)
{
ToIntSse2(output, input, sampleCount);
}
else
{
ToIntSlow(output, input, sampleCount);
}
}
}
}