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ryujinx-fork/Ryujinx.Audio/Renderer/Server/AudioRendererManager.cs
gdkchan 0c87bf9ea4
Refactor CPU interface to allow the implementation of other CPU emulators (#3362)
* Refactor CPU interface

* Use IExecutionContext interface on SVC handler, change how CPU interrupts invokes the handlers

* Make CpuEngine take a ITickSource rather than returning one

The previous implementation had the scenario where the CPU engine had to implement the tick source in mind, like for example, when we have a hypervisor and the game can read CNTPCT on the host directly. However given that we need to do conversion due to different frequencies anyway, it's not worth it. It's better to just let the user pass the tick source and redirect any reads to CNTPCT to the user tick source

* XML docs for the public interfaces

* PPTC invalidation due to NativeInterface function name changes

* Fix build of the CPU tests

* PR feedback
2022-05-31 16:29:35 -03:00

401 lines
12 KiB
C#

//
// Copyright (c) 2019-2021 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.Integration;
using Ryujinx.Audio.Renderer.Dsp;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Common.Logging;
using Ryujinx.Cpu;
using Ryujinx.Memory;
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// The audio renderer manager.
/// </summary>
public class AudioRendererManager : IDisposable
{
/// <summary>
/// Lock used for session allocation.
/// </summary>
private object _sessionLock = new object();
/// <summary>
/// Lock used to control the <see cref="AudioProcessor"/> running state.
/// </summary>
private object _audioProcessorLock = new object();
/// <summary>
/// The session ids allocation table.
/// </summary>
private int[] _sessionIds;
/// <summary>
/// The events linked to each session.
/// </summary>
private IWritableEvent[] _sessionsSystemEvent;
/// <summary>
/// The <see cref="AudioRenderSystem"/> sessions instances.
/// </summary>
private AudioRenderSystem[] _sessions;
/// <summary>
/// The count of active sessions.
/// </summary>
private int _activeSessionCount;
/// <summary>
/// The worker thread used to run <see cref="SendCommands"/>.
/// </summary>
private Thread _workerThread;
/// <summary>
/// Indicate if the worker thread and <see cref="AudioProcessor"/> are running.
/// </summary>
private bool _isRunning;
/// <summary>
/// The audio device driver to create audio outputs.
/// </summary>
private IHardwareDeviceDriver _deviceDriver;
/// <summary>
/// Tick source used to measure elapsed time.
/// </summary>
public ITickSource TickSource { get; }
/// <summary>
/// The <see cref="AudioProcessor"/> instance associated to this manager.
/// </summary>
public AudioProcessor Processor { get; }
/// <summary>
/// The dispose state.
/// </summary>
private int _disposeState;
/// <summary>
/// Create a new <see cref="AudioRendererManager"/>.
/// </summary>
/// <param name="tickSource">Tick source used to measure elapsed time.</param>
public AudioRendererManager(ITickSource tickSource)
{
Processor = new AudioProcessor();
TickSource = tickSource;
_sessionIds = new int[Constants.AudioRendererSessionCountMax];
_sessions = new AudioRenderSystem[Constants.AudioRendererSessionCountMax];
_activeSessionCount = 0;
for (int i = 0; i < _sessionIds.Length; i++)
{
_sessionIds[i] = i;
}
}
/// <summary>
/// Initialize the <see cref="AudioRendererManager"/>.
/// </summary>
/// <param name="sessionSystemEvents">The events associated to each session.</param>
/// <param name="deviceDriver">The device driver to use to create audio outputs.</param>
public void Initialize(IWritableEvent[] sessionSystemEvents, IHardwareDeviceDriver deviceDriver)
{
_sessionsSystemEvent = sessionSystemEvents;
_deviceDriver = deviceDriver;
}
/// <summary>
/// Get the work buffer size required by a session.
/// </summary>
/// <param name="parameter">The user configuration</param>
/// <returns>The work buffer size required by a session.</returns>
public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
{
return AudioRenderSystem.GetWorkBufferSize(ref parameter);
}
/// <summary>
/// Acquire a new session id.
/// </summary>
/// <returns>A new session id.</returns>
private int AcquireSessionId()
{
lock (_sessionLock)
{
int index = _activeSessionCount;
Debug.Assert(index < _sessionIds.Length);
int sessionId = _sessionIds[index];
_sessionIds[index] = -1;
_activeSessionCount++;
Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new renderer ({sessionId})");
return sessionId;
}
}
/// <summary>
/// Release a given <paramref name="sessionId"/>.
/// </summary>
/// <param name="sessionId">The session id to release.</param>
private void ReleaseSessionId(int sessionId)
{
lock (_sessionLock)
{
Debug.Assert(_activeSessionCount > 0);
int newIndex = --_activeSessionCount;
_sessionIds[newIndex] = sessionId;
}
Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered renderer ({sessionId})");
}
/// <summary>
/// Check if there is any audio renderer active.
/// </summary>
/// <returns>Returns true if there is any audio renderer active.</returns>
private bool HasAnyActiveRendererLocked()
{
foreach (AudioRenderSystem renderer in _sessions)
{
if (renderer != null)
{
return true;
}
}
return false;
}
/// <summary>
/// Start the <see cref="AudioProcessor"/> and worker thread.
/// </summary>
private void StartLocked(float volume)
{
_isRunning = true;
// TODO: virtual device mapping (IAudioDevice)
Processor.Start(_deviceDriver, volume);
_workerThread = new Thread(SendCommands)
{
Name = "AudioRendererManager.Worker"
};
_workerThread.Start();
}
/// <summary>
/// Stop the <see cref="AudioProcessor"/> and worker thread.
/// </summary>
private void StopLocked()
{
_isRunning = false;
_workerThread.Join();
Processor.Stop();
Logger.Info?.Print(LogClass.AudioRenderer, "Stopped audio renderer");
}
/// <summary>
/// Stop sending commands to the <see cref="AudioProcessor"/> without stopping the worker thread.
/// </summary>
public void StopSendingCommands()
{
lock (_sessionLock)
{
foreach (AudioRenderSystem renderer in _sessions)
{
renderer?.Disable();
}
}
lock (_audioProcessorLock)
{
if (_isRunning)
{
StopLocked();
}
}
}
/// <summary>
/// Worker main function. This is used to dispatch audio renderer commands to the <see cref="AudioProcessor"/>.
/// </summary>
private void SendCommands()
{
Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio renderer");
Processor.Wait();
while (_isRunning)
{
lock (_sessionLock)
{
foreach (AudioRenderSystem renderer in _sessions)
{
renderer?.SendCommands();
}
}
Processor.Signal();
Processor.Wait();
}
}
/// <summary>
/// Register a new <see cref="AudioRenderSystem"/>.
/// </summary>
/// <param name="renderer">The <see cref="AudioRenderSystem"/> to register.</param>
private void Register(AudioRenderSystem renderer, float volume)
{
lock (_sessionLock)
{
_sessions[renderer.GetSessionId()] = renderer;
}
lock (_audioProcessorLock)
{
if (!_isRunning)
{
StartLocked(volume);
}
}
}
/// <summary>
/// Unregister a new <see cref="AudioRenderSystem"/>.
/// </summary>
/// <param name="renderer">The <see cref="AudioRenderSystem"/> to unregister.</param>
internal void Unregister(AudioRenderSystem renderer)
{
lock (_sessionLock)
{
int sessionId = renderer.GetSessionId();
_sessions[renderer.GetSessionId()] = null;
ReleaseSessionId(sessionId);
}
lock (_audioProcessorLock)
{
if (_isRunning && !HasAnyActiveRendererLocked())
{
StopLocked();
}
}
}
/// <summary>
/// Open a new <see cref="AudioRenderSystem"/>
/// </summary>
/// <param name="renderer">The new <see cref="AudioRenderSystem"/></param>
/// <param name="memoryManager">The memory manager that will be used for all guest memory operations.</param>
/// <param name="parameter">The user configuration</param>
/// <param name="appletResourceUserId">The applet resource user id of the application.</param>
/// <param name="workBufferAddress">The guest work buffer address.</param>
/// <param name="workBufferSize">The guest work buffer size.</param>
/// <param name="processHandle">The process handle of the application.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, IVirtualMemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle, float volume)
{
int sessionId = AcquireSessionId();
AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
if (result == ResultCode.Success)
{
renderer = audioRenderer;
Register(renderer, volume);
}
else
{
ReleaseSessionId(sessionId);
renderer = null;
}
return result;
}
public float GetVolume()
{
if (Processor != null)
{
return Processor.GetVolume();
}
return 0f;
}
public void SetVolume(float volume)
{
Processor?.SetVolume(volume);
}
public void Dispose()
{
if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
{
Dispose(true);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
// Clone the sessions array to dispose them outside the lock.
AudioRenderSystem[] sessions;
lock (_sessionLock)
{
sessions = _sessions.ToArray();
}
foreach (AudioRenderSystem renderer in sessions)
{
renderer?.Dispose();
}
lock (_audioProcessorLock)
{
if (_isRunning)
{
StopLocked();
}
}
Processor.Dispose();
}
}
}
}