mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-29 00:31:21 -08:00
e85bda5f31
Remove pause callbacks from coretiming
280 lines
11 KiB
C++
280 lines
11 KiB
C++
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include <array>
|
|
#include <atomic>
|
|
#include <memory>
|
|
#include <span>
|
|
#include <vector>
|
|
|
|
#include "audio_core/audio_core.h"
|
|
#include "audio_core/common/common.h"
|
|
#include "audio_core/sink/sink_stream.h"
|
|
#include "common/common_types.h"
|
|
#include "common/fixed_point.h"
|
|
#include "common/settings.h"
|
|
#include "core/core.h"
|
|
|
|
namespace AudioCore::Sink {
|
|
|
|
void SinkStream::AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples) {
|
|
if (type == StreamType::In) {
|
|
queue.enqueue(buffer);
|
|
queued_buffers++;
|
|
return;
|
|
}
|
|
|
|
constexpr s32 min{std::numeric_limits<s16>::min()};
|
|
constexpr s32 max{std::numeric_limits<s16>::max()};
|
|
|
|
auto yuzu_volume{Settings::Volume()};
|
|
if (yuzu_volume > 1.0f) {
|
|
yuzu_volume = 0.6f + 20 * std::log10(yuzu_volume);
|
|
}
|
|
auto volume{system_volume * device_volume * yuzu_volume};
|
|
|
|
if (system_channels == 6 && device_channels == 2) {
|
|
// We're given 6 channels, but our device only outputs 2, so downmix.
|
|
constexpr std::array<f32, 4> down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f};
|
|
|
|
for (u32 read_index = 0, write_index = 0; read_index < samples.size();
|
|
read_index += system_channels, write_index += device_channels) {
|
|
const auto left_sample{
|
|
((Common::FixedPoint<49, 15>(
|
|
samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
|
|
down_mix_coeff[0] +
|
|
samples[read_index + static_cast<u32>(Channels::Center)] * down_mix_coeff[1] +
|
|
samples[read_index + static_cast<u32>(Channels::LFE)] * down_mix_coeff[2] +
|
|
samples[read_index + static_cast<u32>(Channels::BackLeft)] * down_mix_coeff[3]) *
|
|
volume)
|
|
.to_int()};
|
|
|
|
const auto right_sample{
|
|
((Common::FixedPoint<49, 15>(
|
|
samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
|
|
down_mix_coeff[0] +
|
|
samples[read_index + static_cast<u32>(Channels::Center)] * down_mix_coeff[1] +
|
|
samples[read_index + static_cast<u32>(Channels::LFE)] * down_mix_coeff[2] +
|
|
samples[read_index + static_cast<u32>(Channels::BackRight)] * down_mix_coeff[3]) *
|
|
volume)
|
|
.to_int()};
|
|
|
|
samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
|
|
static_cast<s16>(std::clamp(left_sample, min, max));
|
|
samples[write_index + static_cast<u32>(Channels::FrontRight)] =
|
|
static_cast<s16>(std::clamp(right_sample, min, max));
|
|
}
|
|
|
|
samples.resize(samples.size() / system_channels * device_channels);
|
|
|
|
} else if (system_channels == 2 && device_channels == 6) {
|
|
// We need moar samples! Not all games will provide 6 channel audio.
|
|
// TODO: Implement some upmixing here. Currently just passthrough, with other
|
|
// channels left as silence.
|
|
std::vector<s16> new_samples(samples.size() / system_channels * device_channels, 0);
|
|
|
|
for (u32 read_index = 0, write_index = 0; read_index < samples.size();
|
|
read_index += system_channels, write_index += device_channels) {
|
|
const auto left_sample{static_cast<s16>(std::clamp(
|
|
static_cast<s32>(
|
|
static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
|
|
volume),
|
|
min, max))};
|
|
|
|
new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
|
|
|
|
const auto right_sample{static_cast<s16>(std::clamp(
|
|
static_cast<s32>(
|
|
static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
|
|
volume),
|
|
min, max))};
|
|
|
|
new_samples[write_index + static_cast<u32>(Channels::FrontRight)] = right_sample;
|
|
}
|
|
samples = std::move(new_samples);
|
|
|
|
} else if (volume != 1.0f) {
|
|
for (u32 i = 0; i < samples.size(); i++) {
|
|
samples[i] = static_cast<s16>(
|
|
std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
|
|
}
|
|
}
|
|
|
|
samples_buffer.Push(samples);
|
|
queue.enqueue(buffer);
|
|
queued_buffers++;
|
|
}
|
|
|
|
std::vector<s16> SinkStream::ReleaseBuffer(u64 num_samples) {
|
|
constexpr s32 min = std::numeric_limits<s16>::min();
|
|
constexpr s32 max = std::numeric_limits<s16>::max();
|
|
|
|
auto samples{samples_buffer.Pop(num_samples)};
|
|
|
|
// TODO: Up-mix to 6 channels if the game expects it.
|
|
// For audio input this is unlikely to ever be the case though.
|
|
|
|
// Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
|
|
// TODO: Play with this and find something that works better.
|
|
auto volume{system_volume * device_volume * 8};
|
|
for (u32 i = 0; i < samples.size(); i++) {
|
|
samples[i] = static_cast<s16>(
|
|
std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
|
|
}
|
|
|
|
if (samples.size() < num_samples) {
|
|
samples.resize(num_samples, 0);
|
|
}
|
|
return samples;
|
|
}
|
|
|
|
void SinkStream::ClearQueue() {
|
|
samples_buffer.Pop();
|
|
while (queue.pop()) {
|
|
}
|
|
queued_buffers = 0;
|
|
playing_buffer = {};
|
|
playing_buffer.consumed = true;
|
|
}
|
|
|
|
void SinkStream::ProcessAudioIn(std::span<const s16> input_buffer, std::size_t num_frames) {
|
|
const std::size_t num_channels = GetDeviceChannels();
|
|
const std::size_t frame_size = num_channels;
|
|
const std::size_t frame_size_bytes = frame_size * sizeof(s16);
|
|
size_t frames_written{0};
|
|
|
|
// If we're paused or going to shut down, we don't want to consume buffers as coretiming is
|
|
// paused and we'll desync, so just return.
|
|
if (system.IsPaused() || system.IsShuttingDown()) {
|
|
return;
|
|
}
|
|
|
|
if (queued_buffers > max_queue_size) {
|
|
Stall();
|
|
}
|
|
|
|
while (frames_written < num_frames) {
|
|
// If the playing buffer has been consumed or has no frames, we need a new one
|
|
if (playing_buffer.consumed || playing_buffer.frames == 0) {
|
|
if (!queue.try_dequeue(playing_buffer)) {
|
|
// If no buffer was available we've underrun, just push the samples and
|
|
// continue.
|
|
samples_buffer.Push(&input_buffer[frames_written * frame_size],
|
|
(num_frames - frames_written) * frame_size);
|
|
frames_written = num_frames;
|
|
continue;
|
|
}
|
|
// Successfully dequeued a new buffer.
|
|
queued_buffers--;
|
|
}
|
|
|
|
// Get the minimum frames available between the currently playing buffer, and the
|
|
// amount we have left to fill
|
|
size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played,
|
|
num_frames - frames_written)};
|
|
|
|
samples_buffer.Push(&input_buffer[frames_written * frame_size],
|
|
frames_available * frame_size);
|
|
|
|
frames_written += frames_available;
|
|
playing_buffer.frames_played += frames_available;
|
|
|
|
// If that's all the frames in the current buffer, add its samples and mark it as
|
|
// consumed
|
|
if (playing_buffer.frames_played >= playing_buffer.frames) {
|
|
playing_buffer.consumed = true;
|
|
}
|
|
}
|
|
|
|
std::memcpy(&last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes);
|
|
|
|
if (queued_buffers <= max_queue_size) {
|
|
Unstall();
|
|
}
|
|
}
|
|
|
|
void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames) {
|
|
const std::size_t num_channels = GetDeviceChannels();
|
|
const std::size_t frame_size = num_channels;
|
|
const std::size_t frame_size_bytes = frame_size * sizeof(s16);
|
|
size_t frames_written{0};
|
|
|
|
// If we're paused or going to shut down, we don't want to consume buffers as coretiming is
|
|
// paused and we'll desync, so just play silence.
|
|
if (system.IsPaused() || system.IsShuttingDown()) {
|
|
constexpr std::array<s16, 6> silence{};
|
|
for (size_t i = frames_written; i < num_frames; i++) {
|
|
std::memcpy(&output_buffer[i * frame_size], &silence[0], frame_size_bytes);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Due to many frames being queued up with nvdec (5 frames or so?), a lot of buffers also get
|
|
// queued up (30+) but not all at once, which causes constant stalling here, so just let the
|
|
// video play out without attempting to stall.
|
|
// Can hopefully remove this later with a more complete NVDEC implementation.
|
|
const auto nvdec_active{system.AudioCore().IsNVDECActive()};
|
|
if (!nvdec_active && queued_buffers > max_queue_size) {
|
|
Stall();
|
|
}
|
|
|
|
while (frames_written < num_frames) {
|
|
// If the playing buffer has been consumed or has no frames, we need a new one
|
|
if (playing_buffer.consumed || playing_buffer.frames == 0) {
|
|
if (!queue.try_dequeue(playing_buffer)) {
|
|
// If no buffer was available we've underrun, fill the remaining buffer with
|
|
// the last written frame and continue.
|
|
for (size_t i = frames_written; i < num_frames; i++) {
|
|
std::memcpy(&output_buffer[i * frame_size], &last_frame[0], frame_size_bytes);
|
|
}
|
|
frames_written = num_frames;
|
|
continue;
|
|
}
|
|
// Successfully dequeued a new buffer.
|
|
queued_buffers--;
|
|
}
|
|
|
|
// Get the minimum frames available between the currently playing buffer, and the
|
|
// amount we have left to fill
|
|
size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played,
|
|
num_frames - frames_written)};
|
|
|
|
samples_buffer.Pop(&output_buffer[frames_written * frame_size],
|
|
frames_available * frame_size);
|
|
|
|
frames_written += frames_available;
|
|
playing_buffer.frames_played += frames_available;
|
|
|
|
// If that's all the frames in the current buffer, add its samples and mark it as
|
|
// consumed
|
|
if (playing_buffer.frames_played >= playing_buffer.frames) {
|
|
playing_buffer.consumed = true;
|
|
}
|
|
}
|
|
|
|
std::memcpy(&last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
|
|
frame_size_bytes);
|
|
|
|
if (stalled && queued_buffers <= max_queue_size) {
|
|
Unstall();
|
|
}
|
|
}
|
|
|
|
void SinkStream::Stall() {
|
|
if (stalled) {
|
|
return;
|
|
}
|
|
stalled = true;
|
|
system.StallProcesses();
|
|
}
|
|
|
|
void SinkStream::Unstall() {
|
|
if (!stalled) {
|
|
return;
|
|
}
|
|
system.UnstallProcesses();
|
|
stalled = false;
|
|
}
|
|
|
|
} // namespace AudioCore::Sink
|