Ryujinx/Ryujinx.HLE/HOS/Services/Audio/AudioRendererManager/VoiceContext.cs

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Add a new JIT compiler for CPU code (#693) * Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
2019-08-08 18:56:22 +00:00
using ARMeilleure.Memory;
using Ryujinx.Audio.Adpcm;
using System;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioRendererManager
{
class VoiceContext
{
private bool _acquired;
private bool _bufferReload;
private int _resamplerFracPart;
private int _bufferIndex;
private int _offset;
public int SampleRate { get; set; }
public int ChannelsCount { get; set; }
public float Volume { get; set; }
public PlayState PlayState { get; set; }
public SampleFormat SampleFormat { get; set; }
public AdpcmDecoderContext AdpcmCtx { get; set; }
public WaveBuffer[] WaveBuffers { get; }
public WaveBuffer CurrentWaveBuffer => WaveBuffers[_bufferIndex];
private VoiceOut _outStatus;
public VoiceOut OutStatus => _outStatus;
private int[] _samples;
public bool Playing => _acquired && PlayState == PlayState.Playing;
public VoiceContext()
{
WaveBuffers = new WaveBuffer[4];
}
public void SetAcquireState(bool newState)
{
if (_acquired && !newState)
{
// Release.
Reset();
}
_acquired = newState;
}
private void Reset()
{
_bufferReload = true;
_bufferIndex = 0;
_offset = 0;
_outStatus.PlayedSamplesCount = 0;
_outStatus.PlayedWaveBuffersCount = 0;
_outStatus.VoiceDropsCount = 0;
}
public int[] GetBufferData(MemoryManager memory, int maxSamples, out int samplesCount)
{
if (!Playing)
{
samplesCount = 0;
return null;
}
if (_bufferReload)
{
_bufferReload = false;
UpdateBuffer(memory);
}
WaveBuffer wb = WaveBuffers[_bufferIndex];
int maxSize = _samples.Length - _offset;
int size = maxSamples * AudioRendererConsts.HostChannelsCount;
if (size > maxSize)
{
size = maxSize;
}
int[] output = new int[size];
Array.Copy(_samples, _offset, output, 0, size);
samplesCount = size / AudioRendererConsts.HostChannelsCount;
_outStatus.PlayedSamplesCount += samplesCount;
_offset += size;
if (_offset == _samples.Length)
{
_offset = 0;
if (wb.Looping == 0)
{
SetBufferIndex(_bufferIndex + 1);
}
_outStatus.PlayedWaveBuffersCount++;
if (wb.LastBuffer != 0)
{
PlayState = PlayState.Paused;
}
}
return output;
}
private void UpdateBuffer(MemoryManager memory)
{
// TODO: Implement conversion for formats other
// than interleaved stereo (2 channels).
// As of now, it assumes that HostChannelsCount == 2.
WaveBuffer wb = WaveBuffers[_bufferIndex];
if (wb.Position == 0)
{
_samples = new int[0];
return;
}
if (SampleFormat == SampleFormat.PcmInt16)
{
int samplesCount = (int)(wb.Size / (sizeof(short) * ChannelsCount));
_samples = new int[samplesCount * AudioRendererConsts.HostChannelsCount];
if (ChannelsCount == 1)
{
for (int index = 0; index < samplesCount; index++)
{
short sample = memory.ReadInt16(wb.Position + index * 2);
_samples[index * 2 + 0] = sample;
_samples[index * 2 + 1] = sample;
}
}
else
{
for (int index = 0; index < samplesCount * 2; index++)
{
_samples[index] = memory.ReadInt16(wb.Position + index * 2);
}
}
}
else if (SampleFormat == SampleFormat.Adpcm)
{
byte[] buffer = memory.ReadBytes(wb.Position, wb.Size);
_samples = AdpcmDecoder.Decode(buffer, AdpcmCtx);
}
else
{
throw new InvalidOperationException();
}
if (SampleRate != AudioRendererConsts.HostSampleRate)
{
// TODO: We should keep the frames being discarded (see the 4 below)
// on a buffer and include it on the next samples buffer, to allow
// the resampler to do seamless interpolation between wave buffers.
int samplesCount = _samples.Length / AudioRendererConsts.HostChannelsCount;
samplesCount = Math.Max(samplesCount - 4, 0);
_samples = Resampler.Resample2Ch(
_samples,
SampleRate,
AudioRendererConsts.HostSampleRate,
samplesCount,
ref _resamplerFracPart);
}
}
public void SetBufferIndex(int index)
{
_bufferIndex = index & 3;
_bufferReload = true;
}
}
}