Ryujinx-git/Ryujinx.Audio/Renderer/Server/AudioRenderSystem.cs

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C#
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using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.Command;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Audio.Renderer.Server.Mix;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Audio.Renderer.Server.Types;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using Ryujinx.Audio.Renderer.Server.Voice;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Threading;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server
{
public class AudioRenderSystem : IDisposable
{
private object _lock = new object();
private AudioRendererRenderingDevice _renderingDevice;
private AudioRendererExecutionMode _executionMode;
private IWritableEvent _systemEvent;
private ManualResetEvent _terminationEvent;
private MemoryPoolState _dspMemoryPoolState;
private VoiceContext _voiceContext;
private MixContext _mixContext;
private SinkContext _sinkContext;
private SplitterContext _splitterContext;
private EffectContext _effectContext;
private PerformanceManager _performanceManager;
private UpsamplerManager _upsamplerManager;
private bool _isActive;
private BehaviourContext _behaviourContext;
private ulong _totalElapsedTicksUpdating;
private ulong _totalElapsedTicks;
private int _sessionId;
private Memory<MemoryPoolState> _memoryPools;
private uint _sampleRate;
private uint _sampleCount;
private uint _mixBufferCount;
private uint _voiceChannelCountMax;
private uint _upsamplerCount;
private uint _memoryPoolCount;
private uint _processHandle;
private ulong _appletResourceId;
private MemoryHandle _workBufferMemoryPin;
private Memory<float> _mixBuffer;
private Memory<float> _depopBuffer;
private uint _renderingTimeLimitPercent;
private bool _voiceDropEnabled;
private uint _voiceDropCount;
private float _voiceDropParameter;
private bool _isDspRunningBehind;
private ICommandProcessingTimeEstimator _commandProcessingTimeEstimator;
private Memory<byte> _performanceBuffer;
public IVirtualMemoryManager MemoryManager { get; private set; }
private ulong _elapsedFrameCount;
private ulong _renderingStartTick;
private AudioRendererManager _manager;
private int _disposeState;
public AudioRenderSystem(AudioRendererManager manager, IWritableEvent systemEvent)
{
_manager = manager;
_terminationEvent = new ManualResetEvent(false);
_dspMemoryPoolState = MemoryPoolState.Create(MemoryPoolState.LocationType.Dsp);
_voiceContext = new VoiceContext();
_mixContext = new MixContext();
_sinkContext = new SinkContext();
_splitterContext = new SplitterContext();
_effectContext = new EffectContext();
_commandProcessingTimeEstimator = null;
_systemEvent = systemEvent;
_behaviourContext = new BehaviourContext();
_totalElapsedTicksUpdating = 0;
_sessionId = 0;
_voiceDropParameter = 1.0f;
}
public ResultCode Initialize(
ref AudioRendererConfiguration parameter,
uint processHandle,
Memory<byte> workBufferMemory,
CpuAddress workBuffer,
ulong workBufferSize,
int sessionId,
ulong appletResourceId,
IVirtualMemoryManager memoryManager)
{
if (!BehaviourContext.CheckValidRevision(parameter.Revision))
{
return ResultCode.OperationFailed;
}
if (GetWorkBufferSize(ref parameter) > workBufferSize)
{
return ResultCode.WorkBufferTooSmall;
}
Debug.Assert(parameter.RenderingDevice == AudioRendererRenderingDevice.Dsp && parameter.ExecutionMode == AudioRendererExecutionMode.Auto);
Logger.Info?.Print(LogClass.AudioRenderer, $"Initializing with REV{BehaviourContext.GetRevisionNumber(parameter.Revision)}");
_behaviourContext.SetUserRevision(parameter.Revision);
_sampleRate = parameter.SampleRate;
_sampleCount = parameter.SampleCount;
_mixBufferCount = parameter.MixBufferCount;
_voiceChannelCountMax = Constants.VoiceChannelCountMax;
_upsamplerCount = parameter.SinkCount + parameter.SubMixBufferCount;
_appletResourceId = appletResourceId;
_memoryPoolCount = parameter.EffectCount + parameter.VoiceCount * Constants.VoiceWaveBufferCount;
_renderingDevice = parameter.RenderingDevice;
_executionMode = parameter.ExecutionMode;
_sessionId = sessionId;
MemoryManager = memoryManager;
POWER - Performance Optimizations With Extensive Ramifications (#2286) * Refactoring of KMemoryManager class * Replace some trivial uses of DRAM address with VA * Get rid of GetDramAddressFromVa * Abstracting more operations on derived page table class * Run auto-format on KPageTableBase * Managed to make TryConvertVaToPa private, few uses remains now * Implement guest physical pages ref counting, remove manual freeing * Make DoMmuOperation private and call new abstract methods only from the base class * Pass pages count rather than size on Map/UnmapMemory * Change memory managers to take host pointers * Fix a guest memory leak and simplify KPageTable * Expose new methods for host range query and mapping * Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists * Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking) * Add a SharedMemoryStorage class, will be useful for host mapping * Sayonara AddVaRangeToPageList, you served us well * Start to implement host memory mapping (WIP) * Support memory tracking through host exception handling * Fix some access violations from HLE service guest memory access and CPU * Fix memory tracking * Fix mapping list bugs, including a race and a error adding mapping ranges * Simple page table for memory tracking * Simple "volatile" region handle mode * Update UBOs directly (experimental, rough) * Fix the overlap check * Only set non-modified buffers as volatile * Fix some memory tracking issues * Fix possible race in MapBufferFromClientProcess (block list updates were not locked) * Write uniform update to memory immediately, only defer the buffer set. * Fix some memory tracking issues * Pass correct pages count on shared memory unmap * Armeilleure Signal Handler v1 + Unix changes Unix currently behaves like windows, rather than remapping physical * Actually check if the host platform is unix * Fix decommit on linux. * Implement windows 10 placeholder shared memory, fix a buffer issue. * Make PTC version something that will never match with master * Remove testing variable for block count * Add reference count for memory manager, fix dispose Can still deadlock with OpenAL * Add address validation, use page table for mapped check, add docs Might clean up the page table traversing routines. * Implement batched mapping/tracking. * Move documentation, fix tests. * Cleanup uniform buffer update stuff. * Remove unnecessary assignment. * Add unsafe host mapped memory switch On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work. * Remove C# exception handlers They have issues due to current .NET limitations, so the meilleure one fully replaces them for now. * Fix MapPhysicalMemory on the software MemoryManager. * Null check for GetHostAddress, docs * Add configuration for setting memory manager mode (not in UI yet) * Add config to UI * Fix type mismatch on Unix signal handler code emit * Fix 6GB DRAM mode. The size can be greater than `uint.MaxValue` when the DRAM is >4GB. * Address some feedback. * More detailed error if backing memory cannot be mapped. * SetLastError on all OS functions for consistency * Force pages dirty with UBO update instead of setting them directly. Seems to be much faster across a few games. Need retesting. * Rebase, configuration rework, fix mem tracking regression * Fix race in FreePages * Set memory managers null after decrementing ref count * Remove readonly keyword, as this is now modified. * Use a local variable for the signal handler rather than a register. * Fix bug with buffer resize, and index/uniform buffer binding. Should fix flickering in games. * Add InvalidAccessHandler to MemoryTracking Doesn't do anything yet * Call invalid access handler on unmapped read/write. Same rules as the regular memory manager. * Make unsafe mapped memory its own MemoryManagerType * Move FlushUboDirty into UpdateState. * Buffer dirty cache, rather than ubo cache Much cleaner, may be reusable for Inline2Memory updates. * This doesn't return anything anymore. * Add sigaction remove methods, correct a few function signatures. * Return empty list of physical regions for size 0. * Also on AddressSpaceManager Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
if (memoryManager is IRefCounted rc)
{
rc.IncrementReferenceCount();
}
WorkBufferAllocator workBufferAllocator;
workBufferMemory.Span.Fill(0);
_workBufferMemoryPin = workBufferMemory.Pin();
workBufferAllocator = new WorkBufferAllocator(workBufferMemory);
PoolMapper poolMapper = new PoolMapper(processHandle, false);
poolMapper.InitializeSystemPool(ref _dspMemoryPoolState, workBuffer, workBufferSize);
_mixBuffer = workBufferAllocator.Allocate<float>(_sampleCount * (_voiceChannelCountMax + _mixBufferCount), 0x10);
if (_mixBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
Memory<float> upSamplerWorkBuffer = workBufferAllocator.Allocate<float>(Constants.TargetSampleCount * (_voiceChannelCountMax + _mixBufferCount) * _upsamplerCount, 0x10);
if (upSamplerWorkBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_depopBuffer = workBufferAllocator.Allocate<float>((ulong)BitUtils.AlignUp(parameter.MixBufferCount, Constants.BufferAlignment), Constants.BufferAlignment);
if (_depopBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Invalidate DSP cache on what was currently allocated with workBuffer.
AudioProcessorMemoryManager.InvalidateDspCache(_dspMemoryPoolState.Translate(workBuffer, workBufferAllocator.Offset), workBufferAllocator.Offset);
Debug.Assert((workBufferAllocator.Offset % Constants.BufferAlignment) == 0);
Memory<VoiceState> voices = workBufferAllocator.Allocate<VoiceState>(parameter.VoiceCount, VoiceState.Alignment);
if (voices.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
foreach (ref VoiceState voice in voices.Span)
{
voice.Initialize();
}
// A pain to handle as we can't have VoiceState*, use indices to be a bit more safe
Memory<int> sortedVoices = workBufferAllocator.Allocate<int>(parameter.VoiceCount, 0x10);
if (sortedVoices.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Clear memory (use -1 as it's an invalid index)
sortedVoices.Span.Fill(-1);
Memory<VoiceChannelResource> voiceChannelResources = workBufferAllocator.Allocate<VoiceChannelResource>(parameter.VoiceCount, VoiceChannelResource.Alignment);
if (voiceChannelResources.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
for (uint id = 0; id < voiceChannelResources.Length; id++)
{
ref VoiceChannelResource voiceChannelResource = ref voiceChannelResources.Span[(int)id];
voiceChannelResource.Id = id;
voiceChannelResource.IsUsed = false;
}
Memory<VoiceUpdateState> voiceUpdateStates = workBufferAllocator.Allocate<VoiceUpdateState>(parameter.VoiceCount, VoiceUpdateState.Align);
if (voiceUpdateStates.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
uint mixesCount = parameter.SubMixBufferCount + 1;
Memory<MixState> mixes = workBufferAllocator.Allocate<MixState>(mixesCount, MixState.Alignment);
if (mixes.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
if (parameter.EffectCount == 0)
{
foreach (ref MixState mix in mixes.Span)
{
mix = new MixState(Memory<int>.Empty, ref _behaviourContext);
}
}
else
{
Memory<int> effectProcessingOrderArray = workBufferAllocator.Allocate<int>(parameter.EffectCount * mixesCount, 0x10);
foreach (ref MixState mix in mixes.Span)
{
mix = new MixState(effectProcessingOrderArray.Slice(0, (int)parameter.EffectCount), ref _behaviourContext);
effectProcessingOrderArray = effectProcessingOrderArray.Slice((int)parameter.EffectCount);
}
}
// Initialize the final mix id
mixes.Span[0].MixId = Constants.FinalMixId;
Memory<int> sortedMixesState = workBufferAllocator.Allocate<int>(mixesCount, 0x10);
if (sortedMixesState.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
// Clear memory (use -1 as it's an invalid index)
sortedMixesState.Span.Fill(-1);
Memory<byte> nodeStatesWorkBuffer = Memory<byte>.Empty;
Memory<byte> edgeMatrixWorkBuffer = Memory<byte>.Empty;
if (_behaviourContext.IsSplitterSupported())
{
nodeStatesWorkBuffer = workBufferAllocator.Allocate((uint)NodeStates.GetWorkBufferSize((int)mixesCount), 1);
edgeMatrixWorkBuffer = workBufferAllocator.Allocate((uint)EdgeMatrix.GetWorkBufferSize((int)mixesCount), 1);
if (nodeStatesWorkBuffer.IsEmpty || edgeMatrixWorkBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
}
_mixContext.Initialize(sortedMixesState, mixes, nodeStatesWorkBuffer, edgeMatrixWorkBuffer);
_memoryPools = workBufferAllocator.Allocate<MemoryPoolState>(_memoryPoolCount, MemoryPoolState.Alignment);
if (_memoryPools.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
foreach (ref MemoryPoolState state in _memoryPools.Span)
{
state = MemoryPoolState.Create(MemoryPoolState.LocationType.Cpu);
}
if (!_splitterContext.Initialize(ref _behaviourContext, ref parameter, workBufferAllocator))
{
return ResultCode.WorkBufferTooSmall;
}
_processHandle = processHandle;
_upsamplerManager = new UpsamplerManager(upSamplerWorkBuffer, _upsamplerCount);
_effectContext.Initialize(parameter.EffectCount, _behaviourContext.IsEffectInfoVersion2Supported() ? parameter.EffectCount : 0);
_sinkContext.Initialize(parameter.SinkCount);
Memory<VoiceUpdateState> voiceUpdateStatesDsp = workBufferAllocator.Allocate<VoiceUpdateState>(parameter.VoiceCount, VoiceUpdateState.Align);
if (voiceUpdateStatesDsp.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_voiceContext.Initialize(sortedVoices, voices, voiceChannelResources, voiceUpdateStates, voiceUpdateStatesDsp, parameter.VoiceCount);
if (parameter.PerformanceMetricFramesCount > 0)
{
ulong performanceBufferSize = PerformanceManager.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter, ref _behaviourContext) * (parameter.PerformanceMetricFramesCount + 1) + 0xC;
_performanceBuffer = workBufferAllocator.Allocate(performanceBufferSize, Constants.BufferAlignment);
if (_performanceBuffer.IsEmpty)
{
return ResultCode.WorkBufferTooSmall;
}
_performanceManager = PerformanceManager.Create(_performanceBuffer, ref parameter, _behaviourContext);
}
else
{
_performanceManager = null;
}
_totalElapsedTicksUpdating = 0;
_totalElapsedTicks = 0;
_renderingTimeLimitPercent = 100;
_voiceDropEnabled = parameter.VoiceDropEnabled && _executionMode == AudioRendererExecutionMode.Auto;
AudioProcessorMemoryManager.InvalidateDataCache(workBuffer, workBufferSize);
_processHandle = processHandle;
_elapsedFrameCount = 0;
_voiceDropParameter = 1.0f;
switch (_behaviourContext.GetCommandProcessingTimeEstimatorVersion())
{
case 1:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion1(_sampleCount, _mixBufferCount);
break;
case 2:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion2(_sampleCount, _mixBufferCount);
break;
case 3:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion3(_sampleCount, _mixBufferCount);
break;
case 4:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion4(_sampleCount, _mixBufferCount);
break;
case 5:
_commandProcessingTimeEstimator = new CommandProcessingTimeEstimatorVersion5(_sampleCount, _mixBufferCount);
break;
default:
throw new NotImplementedException($"Unsupported processing time estimator version {_behaviourContext.GetCommandProcessingTimeEstimatorVersion()}.");
}
return ResultCode.Success;
}
public void Start()
{
Logger.Info?.Print(LogClass.AudioRenderer, $"Starting renderer id {_sessionId}");
lock (_lock)
{
_elapsedFrameCount = 0;
_isActive = true;
}
}
public void Stop()
{
Logger.Info?.Print(LogClass.AudioRenderer, $"Stopping renderer id {_sessionId}");
lock (_lock)
{
_isActive = false;
}
if (_executionMode == AudioRendererExecutionMode.Auto)
{
_terminationEvent.WaitOne();
}
Logger.Info?.Print(LogClass.AudioRenderer, $"Stopped renderer id {_sessionId}");
}
public void Disable()
{
lock (_lock)
{
_isActive = false;
}
}
public ResultCode Update(Memory<byte> output, Memory<byte> performanceOutput, ReadOnlyMemory<byte> input)
{
lock (_lock)
{
ulong updateStartTicks = GetSystemTicks();
output.Span.Fill(0);
StateUpdater stateUpdater = new StateUpdater(input, output, _processHandle, _behaviourContext);
ResultCode result;
result = stateUpdater.UpdateBehaviourContext();
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateMemoryPools(_memoryPools.Span);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateVoiceChannelResources(_voiceContext);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateVoices(_voiceContext, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateEffects(_effectContext, _isActive, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
if (_behaviourContext.IsSplitterSupported())
{
result = stateUpdater.UpdateSplitter(_splitterContext);
if (result != ResultCode.Success)
{
return result;
}
}
result = stateUpdater.UpdateMixes(_mixContext, GetMixBufferCount(), _effectContext, _splitterContext);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateSinks(_sinkContext, _memoryPools);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdatePerformanceBuffer(_performanceManager, performanceOutput.Span);
if (result != ResultCode.Success)
{
return result;
}
result = stateUpdater.UpdateErrorInfo();
if (result != ResultCode.Success)
{
return result;
}
if (_behaviourContext.IsElapsedFrameCountSupported())
{
result = stateUpdater.UpdateRendererInfo(_elapsedFrameCount);
if (result != ResultCode.Success)
{
return result;
}
}
result = stateUpdater.CheckConsumedSize();
if (result != ResultCode.Success)
{
return result;
}
_systemEvent.Clear();
ulong updateEndTicks = GetSystemTicks();
_totalElapsedTicksUpdating += (updateEndTicks - updateStartTicks);
return result;
}
}
private ulong GetSystemTicks()
{
return (ulong)(_manager.TickSource.ElapsedSeconds * Constants.TargetTimerFrequency);
}
private uint ComputeVoiceDrop(CommandBuffer commandBuffer, uint voicesEstimatedTime, long deltaTimeDsp)
{
int i;
for (i = 0; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand command = commandBuffer.CommandList.Commands[i];
CommandType commandType = command.CommandType;
if (commandType == CommandType.AdpcmDataSourceVersion1 ||
commandType == CommandType.AdpcmDataSourceVersion2 ||
commandType == CommandType.PcmInt16DataSourceVersion1 ||
commandType == CommandType.PcmInt16DataSourceVersion2 ||
commandType == CommandType.PcmFloatDataSourceVersion1 ||
commandType == CommandType.PcmFloatDataSourceVersion2 ||
commandType == CommandType.Performance)
{
break;
}
}
uint voiceDropped = 0;
for (; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand targetCommand = commandBuffer.CommandList.Commands[i];
int targetNodeId = targetCommand.NodeId;
if (voicesEstimatedTime <= deltaTimeDsp || NodeIdHelper.GetType(targetNodeId) != NodeIdType.Voice)
{
break;
}
ref VoiceState voice = ref _voiceContext.GetState(NodeIdHelper.GetBase(targetNodeId));
if (voice.Priority == Constants.VoiceHighestPriority)
{
break;
}
// We can safely drop this voice, disable all associated commands while activating depop preparation commands.
voiceDropped++;
voice.VoiceDropFlag = true;
Logger.Warning?.Print(LogClass.AudioRenderer, $"Dropping voice {voice.NodeId}");
for (; i < commandBuffer.CommandList.Commands.Count; i++)
{
ICommand command = commandBuffer.CommandList.Commands[i];
if (command.NodeId != targetNodeId)
{
break;
}
if (command.CommandType == CommandType.DepopPrepare)
{
command.Enabled = true;
}
else if (command.CommandType == CommandType.Performance || !command.Enabled)
{
continue;
}
else
{
command.Enabled = false;
voicesEstimatedTime -= (uint)(_voiceDropParameter * command.EstimatedProcessingTime);
}
}
}
return voiceDropped;
}
private void GenerateCommandList(out CommandList commandList)
{
Debug.Assert(_executionMode == AudioRendererExecutionMode.Auto);
PoolMapper.ClearUsageState(_memoryPools);
ulong startTicks = GetSystemTicks();
commandList = new CommandList(this);
if (_performanceManager != null)
{
_performanceManager.TapFrame(_isDspRunningBehind, _voiceDropCount, _renderingStartTick);
_isDspRunningBehind = false;
_voiceDropCount = 0;
_renderingStartTick = 0;
}
CommandBuffer commandBuffer = new CommandBuffer(commandList, _commandProcessingTimeEstimator);
CommandGenerator commandGenerator = new CommandGenerator(commandBuffer, GetContext(), _voiceContext, _mixContext, _effectContext, _sinkContext, _splitterContext, _performanceManager);
_voiceContext.Sort();
commandGenerator.GenerateVoices();
uint voicesEstimatedTime = (uint)(_voiceDropParameter * commandBuffer.EstimatedProcessingTime);
commandGenerator.GenerateSubMixes();
commandGenerator.GenerateFinalMixes();
commandGenerator.GenerateSinks();
uint totalEstimatedTime = (uint)(_voiceDropParameter * commandBuffer.EstimatedProcessingTime);
if (_voiceDropEnabled)
{
long maxDspTime = GetMaxAllocatedTimeForDsp();
long restEstimateTime = totalEstimatedTime - voicesEstimatedTime;
long deltaTimeDsp = Math.Max(maxDspTime - restEstimateTime, 0);
_voiceDropCount = ComputeVoiceDrop(commandBuffer, voicesEstimatedTime, deltaTimeDsp);
}
_voiceContext.UpdateForCommandGeneration();
if (_behaviourContext.IsEffectInfoVersion2Supported())
{
_effectContext.UpdateResultStateForCommandGeneration();
}
ulong endTicks = GetSystemTicks();
_totalElapsedTicks = endTicks - startTicks;
_renderingStartTick = GetSystemTicks();
_elapsedFrameCount++;
}
private int GetMaxAllocatedTimeForDsp()
{
return (int)(Constants.AudioProcessorMaxUpdateTimePerSessions * _behaviourContext.GetAudioRendererProcessingTimeLimit() * (GetRenderingTimeLimit() / 100.0f));
}
public void SendCommands()
{
lock (_lock)
{
if (_isActive)
{
_terminationEvent.Reset();
if (!_manager.Processor.HasRemainingCommands(_sessionId))
{
GenerateCommandList(out CommandList commands);
_manager.Processor.Send(_sessionId,
commands,
GetMaxAllocatedTimeForDsp(),
_appletResourceId);
_systemEvent.Signal();
}
else
{
_isDspRunningBehind = true;
}
}
else
{
_terminationEvent.Set();
}
}
}
public uint GetMixBufferCount()
{
return _mixBufferCount;
}
public void SetRenderingTimeLimitPercent(uint percent)
{
Debug.Assert(percent <= 100);
_renderingTimeLimitPercent = percent;
}
public uint GetRenderingTimeLimit()
{
return _renderingTimeLimitPercent;
}
public Memory<float> GetMixBuffer()
{
return _mixBuffer;
}
public uint GetSampleCount()
{
return _sampleCount;
}
public uint GetSampleRate()
{
return _sampleRate;
}
public uint GetVoiceChannelCountMax()
{
return _voiceChannelCountMax;
}
public bool IsActive()
{
return _isActive;
}
private RendererSystemContext GetContext()
{
return new RendererSystemContext
{
ChannelCount = _manager.Processor.OutputDevices[_sessionId].GetChannelCount(),
BehaviourContext = _behaviourContext,
DepopBuffer = _depopBuffer,
MixBufferCount = GetMixBufferCount(),
SessionId = _sessionId,
UpsamplerManager = _upsamplerManager
};
}
public int GetSessionId()
{
return _sessionId;
}
public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
{
BehaviourContext behaviourContext = new BehaviourContext();
behaviourContext.SetUserRevision(parameter.Revision);
uint mixesCount = parameter.SubMixBufferCount + 1;
uint memoryPoolCount = parameter.EffectCount + parameter.VoiceCount * Constants.VoiceWaveBufferCount;
ulong size = 0;
// Mix Buffers
size = WorkBufferAllocator.GetTargetSize<float>(size, parameter.SampleCount * (Constants.VoiceChannelCountMax + parameter.MixBufferCount), 0x10);
// Upsampler workbuffer
size = WorkBufferAllocator.GetTargetSize<float>(size, Constants.TargetSampleCount * (Constants.VoiceChannelCountMax + parameter.MixBufferCount) * (parameter.SinkCount + parameter.SubMixBufferCount), 0x10);
// Depop buffer
size = WorkBufferAllocator.GetTargetSize<float>(size, (ulong)BitUtils.AlignUp(parameter.MixBufferCount, Constants.BufferAlignment), Constants.BufferAlignment);
// Voice
size = WorkBufferAllocator.GetTargetSize<VoiceState>(size, parameter.VoiceCount, VoiceState.Alignment);
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.VoiceCount, 0x10);
size = WorkBufferAllocator.GetTargetSize<VoiceChannelResource>(size, parameter.VoiceCount, VoiceChannelResource.Alignment);
size = WorkBufferAllocator.GetTargetSize<VoiceUpdateState>(size, parameter.VoiceCount, VoiceUpdateState.Align);
// Mix
size = WorkBufferAllocator.GetTargetSize<MixState>(size, mixesCount, MixState.Alignment);
size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.EffectCount * mixesCount, 0x10);
size = WorkBufferAllocator.GetTargetSize<int>(size, mixesCount, 0x10);
if (behaviourContext.IsSplitterSupported())
{
size += (ulong)BitUtils.AlignUp(NodeStates.GetWorkBufferSize((int)mixesCount) + EdgeMatrix.GetWorkBufferSize((int)mixesCount), 0x10);
}
// Memory Pool
size = WorkBufferAllocator.GetTargetSize<MemoryPoolState>(size, memoryPoolCount, MemoryPoolState.Alignment);
// Splitter
size = SplitterContext.GetWorkBufferSize(size, ref behaviourContext, ref parameter);
// DSP Voice
size = WorkBufferAllocator.GetTargetSize<VoiceUpdateState>(size, parameter.VoiceCount, VoiceUpdateState.Align);
// Performance
if (parameter.PerformanceMetricFramesCount > 0)
{
ulong performanceMetricsPerFramesSize = PerformanceManager.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter, ref behaviourContext) * (parameter.PerformanceMetricFramesCount + 1) + 0xC;
size += BitUtils.AlignUp(performanceMetricsPerFramesSize, Constants.PerformanceMetricsPerFramesSizeAlignment);
}
return BitUtils.AlignUp(size, Constants.WorkBufferAlignment);
}
public ResultCode QuerySystemEvent(out IWritableEvent systemEvent)
{
systemEvent = default;
if (_executionMode == AudioRendererExecutionMode.Manual)
{
return ResultCode.UnsupportedOperation;
}
systemEvent = _systemEvent;
return ResultCode.Success;
}
public void Dispose()
{
if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
{
Dispose(true);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
if (_isActive)
{
Stop();
}
PoolMapper mapper = new PoolMapper(_processHandle, false);
mapper.Unmap(ref _dspMemoryPoolState);
PoolMapper.ClearUsageState(_memoryPools);
for (int i = 0; i < _memoryPoolCount; i++)
{
ref MemoryPoolState memoryPool = ref _memoryPools.Span[i];
if (memoryPool.IsMapped())
{
mapper.Unmap(ref memoryPool);
}
}
_manager.Unregister(this);
_terminationEvent.Dispose();
_workBufferMemoryPin.Dispose();
POWER - Performance Optimizations With Extensive Ramifications (#2286) * Refactoring of KMemoryManager class * Replace some trivial uses of DRAM address with VA * Get rid of GetDramAddressFromVa * Abstracting more operations on derived page table class * Run auto-format on KPageTableBase * Managed to make TryConvertVaToPa private, few uses remains now * Implement guest physical pages ref counting, remove manual freeing * Make DoMmuOperation private and call new abstract methods only from the base class * Pass pages count rather than size on Map/UnmapMemory * Change memory managers to take host pointers * Fix a guest memory leak and simplify KPageTable * Expose new methods for host range query and mapping * Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists * Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking) * Add a SharedMemoryStorage class, will be useful for host mapping * Sayonara AddVaRangeToPageList, you served us well * Start to implement host memory mapping (WIP) * Support memory tracking through host exception handling * Fix some access violations from HLE service guest memory access and CPU * Fix memory tracking * Fix mapping list bugs, including a race and a error adding mapping ranges * Simple page table for memory tracking * Simple "volatile" region handle mode * Update UBOs directly (experimental, rough) * Fix the overlap check * Only set non-modified buffers as volatile * Fix some memory tracking issues * Fix possible race in MapBufferFromClientProcess (block list updates were not locked) * Write uniform update to memory immediately, only defer the buffer set. * Fix some memory tracking issues * Pass correct pages count on shared memory unmap * Armeilleure Signal Handler v1 + Unix changes Unix currently behaves like windows, rather than remapping physical * Actually check if the host platform is unix * Fix decommit on linux. * Implement windows 10 placeholder shared memory, fix a buffer issue. * Make PTC version something that will never match with master * Remove testing variable for block count * Add reference count for memory manager, fix dispose Can still deadlock with OpenAL * Add address validation, use page table for mapped check, add docs Might clean up the page table traversing routines. * Implement batched mapping/tracking. * Move documentation, fix tests. * Cleanup uniform buffer update stuff. * Remove unnecessary assignment. * Add unsafe host mapped memory switch On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work. * Remove C# exception handlers They have issues due to current .NET limitations, so the meilleure one fully replaces them for now. * Fix MapPhysicalMemory on the software MemoryManager. * Null check for GetHostAddress, docs * Add configuration for setting memory manager mode (not in UI yet) * Add config to UI * Fix type mismatch on Unix signal handler code emit * Fix 6GB DRAM mode. The size can be greater than `uint.MaxValue` when the DRAM is >4GB. * Address some feedback. * More detailed error if backing memory cannot be mapped. * SetLastError on all OS functions for consistency * Force pages dirty with UBO update instead of setting them directly. Seems to be much faster across a few games. Need retesting. * Rebase, configuration rework, fix mem tracking regression * Fix race in FreePages * Set memory managers null after decrementing ref count * Remove readonly keyword, as this is now modified. * Use a local variable for the signal handler rather than a register. * Fix bug with buffer resize, and index/uniform buffer binding. Should fix flickering in games. * Add InvalidAccessHandler to MemoryTracking Doesn't do anything yet * Call invalid access handler on unmapped read/write. Same rules as the regular memory manager. * Make unsafe mapped memory its own MemoryManagerType * Move FlushUboDirty into UpdateState. * Buffer dirty cache, rather than ubo cache Much cleaner, may be reusable for Inline2Memory updates. * This doesn't return anything anymore. * Add sigaction remove methods, correct a few function signatures. * Return empty list of physical regions for size 0. * Also on AddressSpaceManager Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 20:52:44 +00:00
if (MemoryManager is IRefCounted rc)
{
rc.DecrementReferenceCount();
MemoryManager = null;
}
}
}
public void SetVoiceDropParameter(float voiceDropParameter)
{
_voiceDropParameter = Math.Clamp(voiceDropParameter, 0.0f, 2.0f);
}
public float GetVoiceDropParameter()
{
return _voiceDropParameter;
}
public ResultCode ExecuteAudioRendererRendering()
{
if (_executionMode == AudioRendererExecutionMode.Manual && _renderingDevice == AudioRendererRenderingDevice.Cpu)
{
// NOTE: Here Nintendo aborts with this error code, we don't want that.
return ResultCode.InvalidExecutionContextOperation;
}
return ResultCode.UnsupportedOperation;
}
}
}