audio_core: No longer stall when sink queue is full
Now the audout and audren update rates are tied to the sink status stalling is no longer necessary.
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parent
237934b736
commit
530fe24768
4 changed files with 1 additions and 64 deletions
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@ -101,8 +101,6 @@ public:
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~CubebSinkStream() override {
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LOG_DEBUG(Service_Audio, "Destructing cubeb stream {}", name);
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Unstall();
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if (!ctx) {
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return;
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}
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@ -143,8 +141,6 @@ public:
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* Stop the sink stream.
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*/
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void Stop() override {
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Unstall();
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if (!ctx || paused) {
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return;
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}
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@ -88,7 +88,6 @@ public:
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* Finalize the sink stream.
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*/
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void Finalize() override {
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Unstall();
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if (device == 0) {
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return;
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}
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@ -116,7 +115,6 @@ public:
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* Stop the sink stream.
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*/
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void Stop() override {
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Unstall();
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if (device == 0 || paused) {
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return;
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}
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@ -151,10 +151,6 @@ void SinkStream::ProcessAudioIn(std::span<const s16> input_buffer, std::size_t n
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return;
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}
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if (queued_buffers > max_queue_size) {
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Stall();
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}
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while (frames_written < num_frames) {
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// If the playing buffer has been consumed or has no frames, we need a new one
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if (playing_buffer.consumed || playing_buffer.frames == 0) {
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@ -189,10 +185,6 @@ void SinkStream::ProcessAudioIn(std::span<const s16> input_buffer, std::size_t n
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}
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std::memcpy(&last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes);
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if (queued_buffers <= max_queue_size) {
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Unstall();
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}
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}
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void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames) {
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@ -216,20 +208,6 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
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return;
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}
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// Due to many frames being queued up with nvdec (5 frames or so?), a lot of buffers also get
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// queued up (30+) but not all at once, which causes constant stalling here, so just let the
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// video play out without attempting to stall.
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// Can hopefully remove this later with a more complete NVDEC implementation.
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const auto nvdec_active{system.AudioCore().IsNVDECActive()};
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// Core timing cannot be paused in single-core mode, so Stall ends up being called over and over
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// and never recovers to a normal state, so just skip attempting to sync things on single-core.
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if (system.IsMulticore() && !nvdec_active && queued_buffers > max_queue_size) {
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Stall();
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} else if (system.IsMulticore() && queued_buffers <= max_queue_size) {
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Unstall();
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}
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while (frames_written < num_frames) {
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// If the playing buffer has been consumed or has no frames, we need a new one
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if (playing_buffer.consumed || playing_buffer.frames == 0) {
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@ -279,27 +257,6 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
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min_played_sample_count = max_played_sample_count;
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max_played_sample_count += actual_frames_written;
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}
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if (system.IsMulticore() && queued_buffers <= max_queue_size) {
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Unstall();
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}
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}
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void SinkStream::Stall() {
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std::scoped_lock lk{stall_guard};
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if (stalled_lock) {
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return;
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}
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stalled_lock = system.StallApplication();
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}
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void SinkStream::Unstall() {
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std::scoped_lock lk{stall_guard};
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if (!stalled_lock) {
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return;
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}
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system.UnstallApplication();
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stalled_lock.unlock();
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}
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u64 SinkStream::GetExpectedPlayedSampleCount() {
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@ -55,9 +55,7 @@ struct SinkBuffer {
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class SinkStream {
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public:
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explicit SinkStream(Core::System& system_, StreamType type_) : system{system_}, type{type_} {}
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virtual ~SinkStream() {
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Unstall();
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}
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virtual ~SinkStream() {}
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/**
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* Finalize the sink stream.
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@ -202,16 +200,6 @@ public:
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*/
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void ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames);
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/**
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* Stall core processes if the audio thread falls too far behind.
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*/
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void Stall();
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/**
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* Unstall core processes.
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*/
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void Unstall();
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/**
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* Get the total number of samples expected to have been played by this stream.
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*
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@ -266,8 +254,6 @@ private:
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/// Signalled when ring buffer entries are consumed
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std::condition_variable release_cv;
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std::mutex release_mutex;
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std::mutex stall_guard;
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std::unique_lock<std::mutex> stalled_lock;
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};
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using SinkStreamPtr = std::unique_ptr<SinkStream>;
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