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