ppsspp/Core/HW/StereoResampler.cpp

348 lines
11 KiB
C++

// Copyright (c) 2015- PPSSPP Project and Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// 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 General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// Adapted from Dolphin.
// 16 bit Stereo
// These must be powers of 2.
#define MAX_BUFSIZE_DEFAULT (4096) // 2*64ms - had to double it for nVidia Shield which has huge buffers
#define MAX_BUFSIZE_EXTRA (8192)
#define TARGET_BUFSIZE_MARGIN 512
#define TARGET_BUFSIZE_DEFAULT 1680 // 40 ms
#define TARGET_BUFSIZE_EXTRA 3360 // 80 ms
#define MAX_FREQ_SHIFT 600.0f // how far off can we be from 44100 Hz
#define CONTROL_FACTOR 0.2f // in freq_shift per fifo size offset
#define CONTROL_AVG 32.0f
#include <cstring>
#include <atomic>
#include "Common/System/System.h"
#include "Common/Math/math_util.h"
#include "Common/Serialize/Serializer.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/HW/StereoResampler.h"
#include "Core/HLE/__sceAudio.h"
#include "Core/Util/AudioFormat.h" // for clamp_u8
#include "Core/System.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
#if PPSSPP_ARCH(ARM_NEON)
#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
#include <arm64_neon.h>
#else
#include <arm_neon.h>
#endif
#endif
StereoResampler::StereoResampler()
: m_maxBufsize(MAX_BUFSIZE_DEFAULT)
, m_targetBufsize(TARGET_BUFSIZE_DEFAULT) {
// Need to have space for the worst case in case it changes.
m_buffer = new int16_t[MAX_BUFSIZE_EXTRA * 2]();
// Some Android devices are v-synced to non-60Hz framerates. We simply timestretch audio to fit.
// TODO: should only do this if auto frameskip is off?
float refresh = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
// If framerate is "close"...
if (refresh != 60.0f && refresh > 50.0f && refresh < 70.0f) {
int input_sample_rate = (int)(44100 * (refresh / 60.0f));
INFO_LOG(AUDIO, "StereoResampler: Adjusting target sample rate to %dHz", input_sample_rate);
m_input_sample_rate = input_sample_rate;
}
UpdateBufferSize();
}
StereoResampler::~StereoResampler() {
delete[] m_buffer;
m_buffer = nullptr;
}
void StereoResampler::UpdateBufferSize() {
if (g_Config.bExtraAudioBuffering) {
m_maxBufsize = MAX_BUFSIZE_EXTRA;
m_targetBufsize = TARGET_BUFSIZE_EXTRA;
} else {
m_maxBufsize = MAX_BUFSIZE_DEFAULT;
m_targetBufsize = TARGET_BUFSIZE_DEFAULT;
int systemBufsize = System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER);
if (systemBufsize > 0 && m_targetBufsize < systemBufsize + TARGET_BUFSIZE_MARGIN) {
m_targetBufsize = std::min(4096, systemBufsize + TARGET_BUFSIZE_MARGIN);
if (m_targetBufsize * 2 > MAX_BUFSIZE_DEFAULT)
m_maxBufsize = MAX_BUFSIZE_EXTRA;
}
}
}
template<bool useShift>
inline void ClampBufferToS16(s16 *out, const s32 *in, size_t size, s8 volShift) {
#ifdef _M_SSE
// Size will always be 16-byte aligned as the hwBlockSize is.
while (size >= 8) {
__m128i in1 = _mm_loadu_si128((__m128i *)in);
__m128i in2 = _mm_loadu_si128((__m128i *)(in + 4));
__m128i packed = _mm_packs_epi32(in1, in2);
if (useShift) {
packed = _mm_srai_epi16(packed, volShift);
}
_mm_storeu_si128((__m128i *)out, packed);
out += 8;
in += 8;
size -= 8;
}
#elif PPSSPP_ARCH(ARM_NEON)
int16x4_t signedVolShift = vdup_n_s16 (-volShift); // Can only dynamic-shift right, but by a signed integer
while (size >= 8) {
int32x4_t in1 = vld1q_s32(in);
int32x4_t in2 = vld1q_s32(in + 4);
int16x4_t packed1 = vqmovn_s32(in1);
int16x4_t packed2 = vqmovn_s32(in2);
if (useShift) {
packed1 = vshl_s16(packed1, signedVolShift);
packed2 = vshl_s16(packed2, signedVolShift);
}
vst1_s16(out, packed1);
vst1_s16(out + 4, packed2);
out += 8;
in += 8;
size -= 8;
}
#endif
// This does the remainder if SIMD was used, otherwise it does it all.
for (size_t i = 0; i < size; i++) {
out[i] = clamp_s16(useShift ? (in[i] >> volShift) : in[i]);
}
}
inline void ClampBufferToS16WithVolume(s16 *out, const s32 *in, size_t size) {
int volume = g_Config.iGlobalVolume;
if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL || PSP_CoreParameter().unthrottle) {
if (g_Config.iAltSpeedVolume != -1) {
volume = g_Config.iAltSpeedVolume;
}
}
if (volume >= VOLUME_MAX) {
ClampBufferToS16<false>(out, in, size, 0);
} else if (volume <= VOLUME_OFF) {
memset(out, 0, size * sizeof(s16));
} else {
ClampBufferToS16<true>(out, in, size, VOLUME_MAX - (s8)volume);
}
}
void StereoResampler::Clear() {
memset(m_buffer, 0, m_maxBufsize * 2 * sizeof(int16_t));
}
// Executed from sound stream thread, pulling sound out of the buffer.
unsigned int StereoResampler::Mix(short* samples, unsigned int numSamples, bool consider_framelimit, int sample_rate) {
if (!samples)
return 0;
unsigned int currentSample;
// Cache access in non-volatile variable
// This is the only function changing the read value, so it's safe to
// cache it locally although it's written here.
// The writing pointer will be modified outside, but it will only increase,
// so we will just ignore new written data while interpolating (until it wraps...).
// Without this cache, the compiler wouldn't be allowed to optimize the
// interpolation loop.
u32 indexR = m_indexR.load();
u32 indexW = m_indexW.load();
const int INDEX_MASK = (m_maxBufsize * 2 - 1);
// This is only for debug visualization, not used for anything.
lastBufSize_ = ((indexW - indexR) & INDEX_MASK) / 2;
// Drift prevention mechanism.
float numLeft = (float)(((indexW - indexR) & INDEX_MASK) / 2);
// If we had to discard samples the last frame due to underrun,
// apply an adjustment here. Otherwise we'll overestimate how many
// samples we need.
numLeft -= droppedSamples_;
droppedSamples_ = 0;
// m_numLeftI here becomes a lowpass filtered version of numLeft.
m_numLeftI = (numLeft + m_numLeftI * (CONTROL_AVG - 1.0f)) / CONTROL_AVG;
// Here we try to keep the buffer size around m_lowwatermark (which is
// really now more like desired_buffer_size) by adjusting the speed.
// Note that the speed of adjustment here does not take the buffer size into
// account. Since this is called once per "output frame", the frame size
// will affect how fast this algorithm reacts, which can't be a good thing.
float offset = (m_numLeftI - (float)m_targetBufsize) * CONTROL_FACTOR;
if (offset > MAX_FREQ_SHIFT) offset = MAX_FREQ_SHIFT;
if (offset < -MAX_FREQ_SHIFT) offset = -MAX_FREQ_SHIFT;
output_sample_rate_ = (float)(m_input_sample_rate + offset);
const u32 ratio = (u32)(65536.0 * output_sample_rate_ / (double)sample_rate);
ratio_ = ratio;
// TODO: consider a higher-quality resampling algorithm.
// TODO: Add a fast path for 1:1.
u32 frac = m_frac;
for (currentSample = 0; currentSample < numSamples * 2; currentSample += 2) {
if (((indexW - indexR) & INDEX_MASK) <= 2) {
// Ran out!
// int missing = numSamples * 2 - currentSample;
// ILOG("Resampler underrun: %d (numSamples: %d, currentSample: %d)", missing, numSamples, currentSample / 2);
underrunCount_++;
break;
}
u32 indexR2 = indexR + 2; //next sample
s16 l1 = m_buffer[indexR & INDEX_MASK]; //current
s16 r1 = m_buffer[(indexR + 1) & INDEX_MASK]; //current
s16 l2 = m_buffer[indexR2 & INDEX_MASK]; //next
s16 r2 = m_buffer[(indexR2 + 1) & INDEX_MASK]; //next
int sampleL = ((l1 << 16) + (l2 - l1) * (u16)frac) >> 16;
int sampleR = ((r1 << 16) + (r2 - r1) * (u16)frac) >> 16;
samples[currentSample] = sampleL;
samples[currentSample + 1] = sampleR;
frac += ratio;
indexR += 2 * (frac >> 16);
frac &= 0xffff;
}
m_frac = frac;
// Let's not count the underrun padding here.
outputSampleCount_ += currentSample / 2;
// Padding with the last value to reduce clicking
short s[2];
s[0] = clamp_s16(m_buffer[(indexR - 1) & INDEX_MASK]);
s[1] = clamp_s16(m_buffer[(indexR - 2) & INDEX_MASK]);
for (; currentSample < numSamples * 2; currentSample += 2) {
samples[currentSample] = s[0];
samples[currentSample + 1] = s[1];
}
// Flush cached variable
m_indexR.store(indexR);
// TODO: What should we actually return here?
return currentSample / 2;
}
// Executes on the emulator thread, pushing sound into the buffer.
void StereoResampler::PushSamples(const s32 *samples, unsigned int numSamples) {
inputSampleCount_ += numSamples;
UpdateBufferSize();
const int INDEX_MASK = (m_maxBufsize * 2 - 1);
// Cache access in non-volatile variable
// indexR isn't allowed to cache in the audio throttling loop as it
// needs to get updates to not deadlock.
u32 indexW = m_indexW.load();
u32 cap = m_maxBufsize * 2;
// If unthrottling, no need to fill up the entire buffer, just screws up timing after releasing unthrottle.
if (PSP_CoreParameter().unthrottle) {
cap = m_targetBufsize * 2;
}
// Check if we have enough free space
// indexW == m_indexR results in empty buffer, so indexR must always be smaller than indexW
if (numSamples * 2 + ((indexW - m_indexR.load()) & INDEX_MASK) >= cap) {
if (!PSP_CoreParameter().unthrottle) {
overrunCount_++;
}
// TODO: "Timestretch" by doing a windowed overlap with existing buffer content?
return;
}
int over_bytes = numSamples * 4 - (m_maxBufsize * 2 - (indexW & INDEX_MASK)) * sizeof(short);
if (over_bytes > 0) {
ClampBufferToS16WithVolume(&m_buffer[indexW & INDEX_MASK], samples, (numSamples * 4 - over_bytes) / 2);
ClampBufferToS16WithVolume(&m_buffer[0], samples + (numSamples * 4 - over_bytes) / sizeof(short), over_bytes / 2);
} else {
ClampBufferToS16WithVolume(&m_buffer[indexW & INDEX_MASK], samples, numSamples * 2);
}
m_indexW += numSamples * 2;
lastPushSize_ = numSamples;
}
void StereoResampler::GetAudioDebugStats(char *buf, size_t bufSize) {
double elapsed = time_now_d() - startTime_;
double effective_input_sample_rate = (double)inputSampleCount_ / elapsed;
double effective_output_sample_rate = (double)outputSampleCount_ / elapsed;
snprintf(buf, bufSize,
"Audio buffer: %d/%d (target: %d)\n"
"Filtered: %0.2f\n"
"Underruns: %d\n"
"Overruns: %d\n"
"Sample rate: %d (input: %d)\n"
"Effective input sample rate: %0.2f\n"
"Effective output sample rate: %0.2f\n"
"Push size: %d\n"
"Ratio: %0.6f\n",
lastBufSize_,
m_maxBufsize,
m_targetBufsize,
m_numLeftI,
underrunCountTotal_,
overrunCountTotal_,
(int)output_sample_rate_,
m_input_sample_rate,
effective_input_sample_rate,
effective_output_sample_rate,
lastPushSize_,
(float)ratio_ / 65536.0f);
underrunCountTotal_ += underrunCount_;
overrunCountTotal_ += overrunCount_;
underrunCount_ = 0;
overrunCount_ = 0;
// Use this to remove the bias from the startup.
// if (elapsed > 3.0) {
//ResetStatCounters();
// }
}
void StereoResampler::ResetStatCounters() {
underrunCount_ = 0;
overrunCount_ = 0;
underrunCountTotal_ = 0;
overrunCountTotal_ = 0;
inputSampleCount_ = 0;
outputSampleCount_ = 0;
startTime_ = time_now_d();
}
void StereoResampler::DoState(PointerWrap &p) {
auto s = p.Section("resampler", 1);
if (!s)
return;
if (p.mode == p.MODE_READ)
Clear();
}