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Diffstat (limited to 'Ryujinx.Audio.Renderer/Server/CommandBuffer.cs')
-rw-r--r-- | Ryujinx.Audio.Renderer/Server/CommandBuffer.cs | 484 |
1 files changed, 484 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Server/CommandBuffer.cs b/Ryujinx.Audio.Renderer/Server/CommandBuffer.cs new file mode 100644 index 00000000..c5e6d10a --- /dev/null +++ b/Ryujinx.Audio.Renderer/Server/CommandBuffer.cs @@ -0,0 +1,484 @@ +// +// Copyright (c) 2019-2020 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.Renderer.Common; +using Ryujinx.Audio.Renderer.Dsp.Command; +using Ryujinx.Audio.Renderer.Dsp.State; +using Ryujinx.Audio.Renderer.Parameter; +using Ryujinx.Audio.Renderer.Parameter.Effect; +using Ryujinx.Audio.Renderer.Server.Performance; +using Ryujinx.Audio.Renderer.Server.Sink; +using Ryujinx.Audio.Renderer.Server.Upsampler; +using Ryujinx.Audio.Renderer.Server.Voice; +using System; +using CpuAddress = System.UInt64; + +namespace Ryujinx.Audio.Renderer.Server +{ + /// <summary> + /// An API to generate commands and aggregate them into a <see cref="CommandList"/>. + /// </summary> + public class CommandBuffer + { + /// <summary> + /// The command processing time estimator in use. + /// </summary> + private ICommandProcessingTimeEstimator _commandProcessingTimeEstimator; + + /// <summary> + /// The estimated total processing time. + /// </summary> + public ulong EstimatedProcessingTime { get; set; } + + /// <summary> + /// The command list that is populated by the <see cref="CommandBuffer"/>. + /// </summary> + public CommandList CommandList { get; } + + /// <summary> + /// Create a new <see cref="CommandBuffer"/>. + /// </summary> + /// <param name="commandList">The command list that will store the generated commands.</param> + /// <param name="commandProcessingTimeEstimator">The command processing time estimator to use.</param> + public CommandBuffer(CommandList commandList, ICommandProcessingTimeEstimator commandProcessingTimeEstimator) + { + CommandList = commandList; + EstimatedProcessingTime = 0; + _commandProcessingTimeEstimator = commandProcessingTimeEstimator; + } + + /// <summary> + /// Add a new generated command to the <see cref="CommandList"/>. + /// </summary> + /// <param name="command">The command to add.</param> + private void AddCommand(ICommand command) + { + EstimatedProcessingTime += command.EstimatedProcessingTime; + + CommandList.AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="ClearMixBufferCommand"/>. + /// </summary> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateClearMixBuffer(int nodeId) + { + ClearMixBufferCommand command = new ClearMixBufferCommand(nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="DepopPrepareCommand"/>. + /// </summary> + /// <param name="state">The voice state associated.</param> + /// <param name="depopBuffer">The depop buffer.</param> + /// <param name="bufferCount">The buffer count.</param> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="nodeId">The node id associated to this command.</param> + /// <param name="wasPlaying">Set to true if the voice was playing previously.</param> + public void GenerateDepopPrepare(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint bufferCount, uint bufferOffset, int nodeId, bool wasPlaying) + { + DepopPrepareCommand command = new DepopPrepareCommand(state, depopBuffer, bufferCount, bufferOffset, nodeId, wasPlaying); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="PerformanceCommand"/>. + /// </summary> + /// <param name="performanceEntryAddresses">The <see cref="PerformanceEntryAddresses"/>.</param> + /// <param name="type">The performance operation to perform.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GeneratePerformance(ref PerformanceEntryAddresses performanceEntryAddresses, PerformanceCommand.Type type, int nodeId) + { + PerformanceCommand command = new PerformanceCommand(ref performanceEntryAddresses, type, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="VolumeRampCommand"/>. + /// </summary> + /// <param name="previousVolume">The previous volume.</param> + /// <param name="volume">The new volume.</param> + /// <param name="bufferIndex">The index of the mix buffer to use.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateVolumeRamp(float previousVolume, float volume, uint bufferIndex, int nodeId) + { + VolumeRampCommand command = new VolumeRampCommand(previousVolume, volume, bufferIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="DataSourceVersion2Command"/>. + /// </summary> + /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="outputBufferIndex">The output buffer index to use.</param> + /// <param name="channelIndex">The target channel index.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateDataSourceVersion2(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId) + { + DataSourceVersion2Command command = new DataSourceVersion2Command(ref voiceState, state, outputBufferIndex, channelIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="PcmInt16DataSourceCommandVersion1"/>. + /// </summary> + /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="outputBufferIndex">The output buffer index to use.</param> + /// <param name="channelIndex">The target channel index.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GeneratePcmInt16DataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId) + { + PcmInt16DataSourceCommandVersion1 command = new PcmInt16DataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="PcmFloatDataSourceCommandVersion1"/>. + /// </summary> + /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="outputBufferIndex">The output buffer index to use.</param> + /// <param name="channelIndex">The target channel index.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GeneratePcmFloatDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId) + { + PcmFloatDataSourceCommandVersion1 command = new PcmFloatDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="AdpcmDataSourceCommandVersion1"/>. + /// </summary> + /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="outputBufferIndex">The output buffer index to use.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateAdpcmDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId) + { + AdpcmDataSourceCommandVersion1 command = new AdpcmDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="BiquadFilterCommand"/>. + /// </summary> + /// <param name="baseIndex">The base index of the input and output buffer.</param> + /// <param name="filter">The biquad filter parameter.</param> + /// <param name="biquadFilterStateMemory">The biquad state.</param> + /// <param name="inputBufferOffset">The input buffer offset.</param> + /// <param name="outputBufferOffset">The output buffer offset.</param> + /// <param name="needInitialization">Set to true if the biquad filter state needs to be initialized.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateBiquadFilter(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId) + { + BiquadFilterCommand command = new BiquadFilterCommand(baseIndex, ref filter, biquadFilterStateMemory, inputBufferOffset, outputBufferOffset, needInitialization, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="MixRampGroupedCommand"/>. + /// </summary> + /// <param name="mixBufferCount">The mix buffer count.</param> + /// <param name="inputBufferIndex">The base input index.</param> + /// <param name="outputBufferIndex">The base output index.</param> + /// <param name="previousVolume">The previous volume.</param> + /// <param name="volume">The new volume.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateMixRampGrouped(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> previousVolume, Span<float> volume, Memory<VoiceUpdateState> state, int nodeId) + { + MixRampGroupedCommand command = new MixRampGroupedCommand(mixBufferCount, inputBufferIndex, outputBufferIndex, previousVolume, volume, state, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="MixRampCommand"/>. + /// </summary> + /// <param name="previousVolume">The previous volume.</param> + /// <param name="volume">The new volume.</param> + /// <param name="inputBufferIndex">The input buffer index.</param> + /// <param name="outputBufferIndex">The output buffer index.</param> + /// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param> + /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateMixRamp(float previousVolume, float volume, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId) + { + MixRampCommand command = new MixRampCommand(previousVolume, volume, inputBufferIndex, outputBufferIndex, lastSampleIndex, state, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="DepopForMixBuffersCommand"/>. + /// </summary> + /// <param name="depopBuffer">The depop buffer.</param> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="bufferCount">The buffer count.</param> + /// <param name="nodeId">The node id associated to this command.</param> + /// <param name="sampleRate">The target sample rate in use.</param> + public void GenerateDepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint bufferCount, int nodeId, uint sampleRate) + { + DepopForMixBuffersCommand command = new DepopForMixBuffersCommand(depopBuffer, bufferOffset, bufferCount, nodeId, sampleRate); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="CopyMixBufferCommand"/>. + /// </summary> + /// <param name="inputBufferIndex">The input buffer index.</param> + /// <param name="outputBufferIndex">The output buffer index.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateCopyMixBuffer(uint inputBufferIndex, uint outputBufferIndex, int nodeId) + { + CopyMixBufferCommand command = new CopyMixBufferCommand(inputBufferIndex, outputBufferIndex, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="MixCommand"/>. + /// </summary> + /// <param name="inputBufferIndex">The input buffer index.</param> + /// <param name="outputBufferIndex">The output buffer index.</param> + /// <param name="nodeId">The node id associated to this command.</param> + /// <param name="volume">The mix volume.</param> + public void GenerateMix(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume) + { + MixCommand command = new MixCommand(inputBufferIndex, outputBufferIndex, nodeId, volume); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Generate a new <see cref="ReverbCommand"/>. + /// </summary> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="parameter">The reverb parameter.</param> + /// <param name="state">The reverb state.</param> + /// <param name="isEnabled">Set to true if the effect should be active.</param> + /// <param name="workBuffer">The work buffer to use for processing.</param> + /// <param name="nodeId">The node id associated to this command.</param> + /// <param name="isLongSizePreDelaySupported">If set to true, the long size pre-delay is supported.</param> + public void GenerateReverbEffect(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool isLongSizePreDelaySupported) + { + if (parameter.IsChannelCountValid()) + { + ReverbCommand command = new ReverbCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, isLongSizePreDelaySupported); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + } + + /// <summary> + /// Generate a new <see cref="Reverb3dCommand"/>. + /// </summary> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="parameter">The reverb 3d parameter.</param> + /// <param name="state">The reverb 3d state.</param> + /// <param name="isEnabled">Set to true if the effect should be active.</param> + /// <param name="workBuffer">The work buffer to use for processing.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateReverb3dEffect(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, CpuAddress workBuffer, int nodeId) + { + if (parameter.IsChannelCountValid()) + { + Reverb3dCommand command = new Reverb3dCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + } + + + /// <summary> + /// Generate a new <see cref="DelayCommand"/>. + /// </summary> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="parameter">The delay parameter.</param> + /// <param name="state">The delay state.</param> + /// <param name="isEnabled">Set to true if the effect should be active.</param> + /// <param name="workBuffer">The work buffer to use for processing.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateDelayEffect(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, CpuAddress workBuffer, int nodeId) + { + if (parameter.IsChannelCountValid()) + { + DelayCommand command = new DelayCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + } + + /// <summary> + /// Generate a new <see cref="AuxiliaryBufferCommand"/>. + /// </summary> + /// <param name="bufferOffset">The target buffer offset.</param> + /// <param name="inputBufferOffset">The input buffer offset.</param> + /// <param name="outputBufferOffset">The output buffer offset.</param> + /// <param name="state">The aux state.</param> + /// <param name="isEnabled">Set to true if the effect should be active.</param> + /// <param name="countMax">The limit of the circular buffer.</param> + /// <param name="outputBuffer">The guest address of the output buffer.</param> + /// <param name="inputBuffer">The guest address of the input buffer.</param> + /// <param name="updateCount">The count to add on the offset after write/read operations.</param> + /// <param name="writeOffset">The write offset.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateAuxEffect(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset, ref AuxiliaryBufferAddresses state, bool isEnabled, uint countMax, CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId) + { + if (state.SendBufferInfoBase != 0 && state.ReturnBufferInfoBase != 0) + { + AuxiliaryBufferCommand command = new AuxiliaryBufferCommand(bufferOffset, inputBufferOffset, outputBufferOffset, ref state, isEnabled, countMax, outputBuffer, inputBuffer, updateCount, writeOffset, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + } + + /// <summary> + /// Generate a new <see cref="VolumeCommand"/>. + /// </summary> + /// <param name="volume">The target volume to apply.</param> + /// <param name="bufferOffset">The offset of the mix buffer.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateVolume(float volume, uint bufferOffset, int nodeId) + { + VolumeCommand command = new VolumeCommand(volume, bufferOffset, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="CircularBufferSinkCommand"/>. + /// </summary> + /// <param name="bufferOffset">The offset of the mix buffer.</param> + /// <param name="sink">The <see cref="BaseSink"/> of the circular buffer.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateCircularBuffer(uint bufferOffset, CircularBufferSink sink, int nodeId) + { + CircularBufferSinkCommand command = new CircularBufferSinkCommand(bufferOffset, ref sink.Parameter, ref sink.CircularBufferAddressInfo, sink.CurrentWriteOffset, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="DownMixSurroundToStereoCommand"/>. + /// </summary> + /// <param name="bufferOffset">The offset of the mix buffer.</param> + /// <param name="inputBufferOffset">The input buffer offset.</param> + /// <param name="outputBufferOffset">The output buffer offset.</param> + /// <param name="downMixParameter">The downmixer parameters to use.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateDownMixSurroundToStereo(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId) + { + DownMixSurroundToStereoCommand command = new DownMixSurroundToStereoCommand(bufferOffset, inputBufferOffset, outputBufferOffset, downMixParameter, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="UpsampleCommand"/>. + /// </summary> + /// <param name="bufferOffset">The offset of the mix buffer.</param> + /// <param name="upsampler">The <see cref="UpsamplerState"/> associated.</param> + /// <param name="inputCount">The total input count.</param> + /// <param name="inputBufferOffset">The input buffer mix offset.</param> + /// <param name="bufferCountPerSample">The buffer count per sample.</param> + /// <param name="sampleCount">The source sample count.</param> + /// <param name="sampleRate">The source sample rate.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateUpsample(uint bufferOffset, UpsamplerState upsampler, uint inputCount, Span<byte> inputBufferOffset, uint bufferCountPerSample, uint sampleCount, uint sampleRate, int nodeId) + { + UpsampleCommand command = new UpsampleCommand(bufferOffset, upsampler, inputCount, inputBufferOffset, bufferCountPerSample, sampleCount, sampleRate, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + + /// <summary> + /// Create a new <see cref="DeviceSinkCommand"/>. + /// </summary> + /// <param name="bufferOffset">The offset of the mix buffer.</param> + /// <param name="sink">The <see cref="BaseSink"/> of the device sink.</param> + /// <param name="sessionId">The current audio renderer session id.</param> + /// <param name="buffer">The mix buffer in use.</param> + /// <param name="nodeId">The node id associated to this command.</param> + public void GenerateDeviceSink(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffer, int nodeId) + { + DeviceSinkCommand command = new DeviceSinkCommand(bufferOffset, sink, sessionId, buffer, nodeId); + + command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command); + + AddCommand(command); + } + } +} |