ppsspp/Core/HLE/__sceAudio.cpp
2022-09-01 14:07:27 +02:00

511 lines
16 KiB
C++

// Copyright (c) 2012- PPSSPP 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/.
#include <atomic>
#include <mutex>
#include "Common/Common.h"
#include "Common/File/Path.h"
#include "Common/Serialize/Serializer.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/Data/Collections/FixedSizeQueue.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Core/Host.h"
#include "Core/MemMapHelpers.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#ifndef MOBILE_DEVICE
#include "Core/WaveFile.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/HLE/sceKernelTime.h"
#include "StringUtils.h"
#endif
#include "Core/HLE/__sceAudio.h"
#include "Core/HLE/sceAudio.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HW/StereoResampler.h"
#include "Core/Util/AudioFormat.h"
StereoResampler resampler;
// Should be used to lock anything related to the outAudioQueue.
// atomic locks are used on the lock. TODO: make this lock-free
std::atomic_flag atomicLock_;
// We copy samples as they are written into this simple ring buffer.
// Might try something more efficient later.
FixedSizeQueue<s16, 32768 * 8> chanSampleQueues[PSP_AUDIO_CHANNEL_MAX + 1];
int eventAudioUpdate = -1;
int eventHostAudioUpdate = -1;
int mixFrequency = 44100;
int srcFrequency = 0;
const int hwSampleRate = 44100;
const int hwBlockSize = 64;
const int hostAttemptBlockSize = 512;
static int audioIntervalCycles;
static int audioHostIntervalCycles;
static s32 *mixBuffer;
static s16 *clampedMixBuffer;
#ifndef MOBILE_DEVICE
WaveFileWriter g_wave_writer;
static bool m_logAudio;
#endif
// High and low watermarks, basically. For perfect emulation, the correct values are 0 and 1, respectively.
// TODO: Tweak. Hm, there aren't actually even used currently...
static int chanQueueMaxSizeFactor;
static int chanQueueMinSizeFactor;
// Accessor for libretro
int __AudioGetHostAttemptBlockSize() {
return hostAttemptBlockSize;
}
static void hleAudioUpdate(u64 userdata, int cyclesLate) {
// Schedule the next cycle first. __AudioUpdate() may consume cycles.
CoreTiming::ScheduleEvent(audioIntervalCycles - cyclesLate, eventAudioUpdate, 0);
__AudioUpdate();
}
static void hleHostAudioUpdate(u64 userdata, int cyclesLate) {
CoreTiming::ScheduleEvent(audioHostIntervalCycles - cyclesLate, eventHostAudioUpdate, 0);
// Not all hosts need this call to poke their audio system once in a while, but those that don't
// can just ignore it.
host->UpdateSound();
}
static void __AudioCPUMHzChange() {
audioIntervalCycles = (int)(usToCycles(1000000ULL) * hwBlockSize / hwSampleRate);
audioHostIntervalCycles = (int)(usToCycles(1000000ULL) * hostAttemptBlockSize / hwSampleRate);
}
void __AudioInit() {
resampler.ResetStatCounters();
mixFrequency = 44100;
srcFrequency = 0;
chanQueueMaxSizeFactor = 2;
chanQueueMinSizeFactor = 1;
__AudioCPUMHzChange();
eventAudioUpdate = CoreTiming::RegisterEvent("AudioUpdate", &hleAudioUpdate);
eventHostAudioUpdate = CoreTiming::RegisterEvent("AudioUpdateHost", &hleHostAudioUpdate);
CoreTiming::ScheduleEvent(audioIntervalCycles, eventAudioUpdate, 0);
CoreTiming::ScheduleEvent(audioHostIntervalCycles, eventHostAudioUpdate, 0);
for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) {
chans[i].index = i;
chans[i].clear();
}
mixBuffer = new s32[hwBlockSize * 2];
clampedMixBuffer = new s16[hwBlockSize * 2];
memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
resampler.Clear();
CoreTiming::RegisterMHzChangeCallback(&__AudioCPUMHzChange);
}
void __AudioDoState(PointerWrap &p) {
auto s = p.Section("sceAudio", 1, 2);
if (!s)
return;
Do(p, eventAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventAudioUpdate, "AudioUpdate", &hleAudioUpdate);
Do(p, eventHostAudioUpdate);
CoreTiming::RestoreRegisterEvent(eventHostAudioUpdate, "AudioUpdateHost", &hleHostAudioUpdate);
Do(p, mixFrequency);
if (s >= 2) {
Do(p, srcFrequency);
} else {
// Assume that it was actually the SRC channel frequency.
srcFrequency = mixFrequency;
mixFrequency = 44100;
}
// TODO: This never happens because maxVer=1.
if (s >= 2) {
resampler.DoState(p);
} else {
// Only to preserve the previous file format. Might cause a slight audio glitch on upgrades?
FixedSizeQueue<s16, 512 * 16> outAudioQueue;
outAudioQueue.DoState(p);
resampler.Clear();
}
int chanCount = ARRAY_SIZE(chans);
Do(p, chanCount);
if (chanCount != ARRAY_SIZE(chans))
{
ERROR_LOG(SCEAUDIO, "Savestate failure: different number of audio channels.");
p.SetError(p.ERROR_FAILURE);
return;
}
for (int i = 0; i < chanCount; ++i) {
chans[i].index = i;
chans[i].DoState(p);
}
__AudioCPUMHzChange();
}
void __AudioShutdown() {
delete [] mixBuffer;
delete [] clampedMixBuffer;
mixBuffer = 0;
for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) {
chans[i].index = i;
chans[i].clear();
}
#ifndef MOBILE_DEVICE
if (g_Config.bDumpAudio) {
__StopLogAudio();
}
#endif
}
u32 __AudioEnqueue(AudioChannel &chan, int chanNum, bool blocking) {
u32 ret = chan.sampleCount;
if (chan.sampleAddress == 0) {
// For some reason, multichannel audio lies and returns the sample count here.
if (chanNum == PSP_AUDIO_CHANNEL_SRC || chanNum == PSP_AUDIO_CHANNEL_OUTPUT2) {
ret = 0;
}
}
// If there's anything on the queue at all, it should be busy, but we try to be a bit lax.
//if (chanSampleQueues[chanNum].size() > chan.sampleCount * 2 * chanQueueMaxSizeFactor || chan.sampleAddress == 0) {
if (chanSampleQueues[chanNum].size() > 0) {
if (blocking) {
// TODO: Regular multichannel audio seems to block for 64 samples less? Or enqueue the first 64 sync?
int blockSamples = (int)chanSampleQueues[chanNum].size() / 2 / chanQueueMinSizeFactor;
if (__KernelIsDispatchEnabled()) {
AudioChannelWaitInfo waitInfo = {__KernelGetCurThread(), blockSamples};
chan.waitingThreads.push_back(waitInfo);
// Also remember the value to return in the waitValue.
__KernelWaitCurThread(WAITTYPE_AUDIOCHANNEL, (SceUID)chanNum + 1, ret, 0, false, "blocking audio");
} else {
// TODO: Maybe we shouldn't take this audio after all?
ret = SCE_KERNEL_ERROR_CAN_NOT_WAIT;
}
// Fall through to the sample queueing, don't want to lose the samples even though
// we're getting full. The PSP would enqueue after blocking.
} else {
// Non-blocking doesn't even enqueue, but it's not commonly used.
return SCE_ERROR_AUDIO_CHANNEL_BUSY;
}
}
if (chan.sampleAddress == 0) {
return ret;
}
int leftVol = chan.leftVolume;
int rightVol = chan.rightVolume;
if (leftVol == (1 << 15) && rightVol == (1 << 15) && chan.format == PSP_AUDIO_FORMAT_STEREO && IS_LITTLE_ENDIAN) {
// TODO: Add mono->stereo conversion to this path.
// Good news: the volume doesn't affect the values at all.
// We can just do a direct memory copy.
const u32 totalSamples = chan.sampleCount * (chan.format == PSP_AUDIO_FORMAT_STEREO ? 2 : 1);
s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
chanSampleQueues[chanNum].pushPointers(totalSamples, &buf1, &sz1, &buf2, &sz2);
if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16_le))) {
Memory::Memcpy(buf1, chan.sampleAddress, (u32)sz1 * sizeof(s16));
if (buf2)
Memory::Memcpy(buf2, chan.sampleAddress + (u32)sz1 * sizeof(s16), (u32)sz2 * sizeof(s16));
}
} else {
// Remember that maximum volume allowed is 0xFFFFF so left shift is no issue.
// This way we can optimally shift by 16.
leftVol <<=1;
rightVol <<=1;
if (chan.format == PSP_AUDIO_FORMAT_STEREO) {
const u32 totalSamples = chan.sampleCount * 2;
s16_le *sampleData = (s16_le *) Memory::GetPointer(chan.sampleAddress);
// Walking a pointer for speed. But let's make sure we wouldn't trip on an invalid ptr.
if (Memory::IsValidAddress(chan.sampleAddress + (totalSamples - 1) * sizeof(s16_le))) {
s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
chanSampleQueues[chanNum].pushPointers(totalSamples, &buf1, &sz1, &buf2, &sz2);
AdjustVolumeBlock(buf1, sampleData, sz1, leftVol, rightVol);
if (buf2) {
AdjustVolumeBlock(buf2, sampleData + sz1, sz2, leftVol, rightVol);
}
}
} else if (chan.format == PSP_AUDIO_FORMAT_MONO) {
// Rare, so unoptimized. Expands to stereo.
for (u32 i = 0; i < chan.sampleCount; i++) {
s16 sample = (s16)Memory::Read_U16(chan.sampleAddress + 2 * i);
chanSampleQueues[chanNum].push(ApplySampleVolume(sample, leftVol));
chanSampleQueues[chanNum].push(ApplySampleVolume(sample, rightVol));
}
}
}
return ret;
}
inline void __AudioWakeThreads(AudioChannel &chan, int result, int step) {
u32 error;
bool wokeThreads = false;
for (size_t w = 0; w < chan.waitingThreads.size(); ++w) {
AudioChannelWaitInfo &waitInfo = chan.waitingThreads[w];
waitInfo.numSamples -= step;
// If it's done (there will still be samples on queue) and actually still waiting, wake it up.
u32 waitID = __KernelGetWaitID(waitInfo.threadID, WAITTYPE_AUDIOCHANNEL, error);
if (waitInfo.numSamples <= 0 && waitID != 0) {
// DEBUG_LOG(SCEAUDIO, "Woke thread %i for some buffer filling", waitingThread);
u32 ret = result == 0 ? __KernelGetWaitValue(waitInfo.threadID, error) : SCE_ERROR_AUDIO_CHANNEL_NOT_RESERVED;
__KernelResumeThreadFromWait(waitInfo.threadID, ret);
wokeThreads = true;
chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
}
// This means the thread stopped waiting, so stop trying to wake it.
else if (waitID == 0)
chan.waitingThreads.erase(chan.waitingThreads.begin() + w--);
}
if (wokeThreads) {
__KernelReSchedule("audio drain");
}
}
void __AudioWakeThreads(AudioChannel &chan, int result) {
__AudioWakeThreads(chan, result, 0x7FFFFFFF);
}
void __AudioSetOutputFrequency(int freq) {
if (freq != 44100) {
WARN_LOG_REPORT(SCEAUDIO, "Switching audio frequency to %i", freq);
} else {
DEBUG_LOG(SCEAUDIO, "Switching audio frequency to %i", freq);
}
mixFrequency = freq;
}
void __AudioSetSRCFrequency(int freq) {
srcFrequency = freq;
}
// Mix samples from the various audio channels into a single sample queue.
// This single sample queue is where __AudioMix should read from. If the sample queue is full, we should
// just sleep the main emulator thread a little.
void __AudioUpdate(bool resetRecording) {
// Audio throttle doesn't really work on the PSP since the mixing intervals are so closely tied
// to the CPU. Much better to throttle the frame rate on frame display and just throw away audio
// if the buffer somehow gets full.
bool firstChannel = true;
const int16_t srcBufferSize = hwBlockSize * 2;
int16_t srcBuffer[srcBufferSize];
for (u32 i = 0; i < PSP_AUDIO_CHANNEL_MAX + 1; i++) {
if (!chans[i].reserved)
continue;
__AudioWakeThreads(chans[i], 0, hwBlockSize);
if (!chanSampleQueues[i].size()) {
continue;
}
bool needsResample = i == PSP_AUDIO_CHANNEL_SRC && srcFrequency != 0 && srcFrequency != mixFrequency;
size_t sz = needsResample ? (srcBufferSize * srcFrequency) / mixFrequency : srcBufferSize;
if (sz > chanSampleQueues[i].size()) {
ERROR_LOG(SCEAUDIO, "Channel %i buffer underrun at %i of %i", i, (int)chanSampleQueues[i].size() / 2, (int)sz / 2);
}
const s16 *buf1 = 0, *buf2 = 0;
size_t sz1, sz2;
chanSampleQueues[i].popPointers(sz, &buf1, &sz1, &buf2, &sz2);
if (needsResample) {
auto read = [&](size_t i) {
if (i < sz1)
return buf1[i];
if (i < sz1 + sz2)
return buf2[i - sz1];
if (buf2)
return buf2[sz2 - 1];
return buf1[sz1 - 1];
};
// TODO: This is terrible, since it's doing it by small chunk and discarding frac.
const uint32_t ratio = (uint32_t)(65536.0 * srcFrequency / (double)mixFrequency);
uint32_t frac = 0;
size_t readIndex = 0;
for (size_t outIndex = 0; readIndex < sz && outIndex < srcBufferSize; outIndex += 2) {
size_t readIndex2 = readIndex + 2;
int16_t l1 = read(readIndex);
int16_t r1 = read(readIndex + 1);
int16_t l2 = read(readIndex2);
int16_t r2 = read(readIndex2 + 1);
int sampleL = ((l1 << 16) + (l2 - l1) * (uint16_t)frac) >> 16;
int sampleR = ((r1 << 16) + (r2 - r1) * (uint16_t)frac) >> 16;
srcBuffer[outIndex] = sampleL;
srcBuffer[outIndex + 1] = sampleR;
frac += ratio;
readIndex += 2 * (uint16_t)(frac >> 16);
frac &= 0xffff;
}
buf1 = srcBuffer;
sz1 = srcBufferSize;
buf2 = nullptr;
sz2 = 0;
}
if (firstChannel) {
for (size_t s = 0; s < sz1; s++)
mixBuffer[s] = buf1[s];
if (buf2) {
for (size_t s = 0; s < sz2; s++)
mixBuffer[s + sz1] = buf2[s];
}
firstChannel = false;
} else {
// Surprisingly hard to SIMD efficiently on SSE2 due to lack of 16-to-32-bit sign extension. NEON should be straight-forward though, and SSE4.1 can do it nicely.
// Actually, the cmple/pack trick should work fine...
for (size_t s = 0; s < sz1; s++)
mixBuffer[s] += buf1[s];
if (buf2) {
for (size_t s = 0; s < sz2; s++)
mixBuffer[s + sz1] += buf2[s];
}
}
}
if (firstChannel) {
// Nothing was written above, let's memset.
memset(mixBuffer, 0, hwBlockSize * 2 * sizeof(s32));
}
if (g_Config.bEnableSound) {
resampler.PushSamples(mixBuffer, hwBlockSize);
#ifndef MOBILE_DEVICE
if (g_Config.bSaveLoadResetsAVdumping && resetRecording) {
__StopLogAudio();
std::string discID = g_paramSFO.GetDiscID();
Path audio_file_name = GetSysDirectory(DIRECTORY_AUDIO) / StringFromFormat("%s_%s.wav", discID.c_str(), KernelTimeNowFormatted().c_str()).c_str();
INFO_LOG(COMMON, "Restarted audio recording to: %s", audio_file_name.c_str());
if (!File::Exists(GetSysDirectory(DIRECTORY_AUDIO)))
File::CreateDir(GetSysDirectory(DIRECTORY_AUDIO));
File::CreateEmptyFile(audio_file_name);
__StartLogAudio(audio_file_name);
}
if (!m_logAudio) {
if (g_Config.bDumpAudio) {
// Use gameID_EmulatedTimestamp for filename
std::string discID = g_paramSFO.GetDiscID();
Path audio_file_name = GetSysDirectory(DIRECTORY_AUDIO) / StringFromFormat("%s_%s.wav", discID.c_str(), KernelTimeNowFormatted().c_str());
INFO_LOG(COMMON,"Recording audio to: %s", audio_file_name.c_str());
// Create the path just in case it doesn't exist
if (!File::Exists(GetSysDirectory(DIRECTORY_AUDIO)))
File::CreateDir(GetSysDirectory(DIRECTORY_AUDIO));
File::CreateEmptyFile(audio_file_name);
__StartLogAudio(audio_file_name);
}
} else {
if (g_Config.bDumpAudio) {
for (int i = 0; i < hwBlockSize * 2; i++) {
clampedMixBuffer[i] = clamp_s16(mixBuffer[i]);
}
g_wave_writer.AddStereoSamples(clampedMixBuffer, hwBlockSize);
} else {
__StopLogAudio();
}
}
#endif
}
}
// numFrames is number of stereo frames.
// This is called from *outside* the emulator thread.
int __AudioMix(short *outstereo, int numFrames, int sampleRate) {
return resampler.Mix(outstereo, numFrames, false, sampleRate);
}
void __AudioGetDebugStats(char *buf, size_t bufSize) {
resampler.GetAudioDebugStats(buf, bufSize);
}
void __PushExternalAudio(const s32 *audio, int numSamples) {
if (audio) {
resampler.PushSamples(audio, numSamples);
} else {
resampler.Clear();
}
}
#ifndef MOBILE_DEVICE
void __StartLogAudio(const Path& filename) {
if (!m_logAudio) {
m_logAudio = true;
g_wave_writer.Start(filename, 44100);
g_wave_writer.SetSkipSilence(false);
NOTICE_LOG(SCEAUDIO, "Starting Audio logging");
} else {
WARN_LOG(SCEAUDIO, "Audio logging has already been started");
}
}
void __StopLogAudio() {
if (m_logAudio) {
m_logAudio = false;
g_wave_writer.Stop();
NOTICE_LOG(SCEAUDIO, "Stopping Audio logging");
} else {
WARN_LOG(SCEAUDIO, "Audio logging has already been stopped");
}
}
#endif
void WAVDump::Reset() {
__AudioUpdate(true);
}