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161 lines
5.0 KiB
C++
161 lines
5.0 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "AudioCommon/AudioCommon.h"
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#include "AudioCommon/Mixer.h"
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#include "Common/Atomic.h"
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#include "Common/CPUDetect.h"
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "Core/HW/AudioInterface.h"
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#include "Core/HW/VideoInterface.h"
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// UGLINESS
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#include "Core/PowerPC/PowerPC.h"
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#if _M_SSE >= 0x301 && !(defined __GNUC__ && !defined __SSSE3__)
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#include <tmmintrin.h>
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#endif
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// Executed from sound stream thread
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unsigned int CMixer::Mix(short* samples, unsigned int numSamples, bool consider_framelimit)
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{
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if (!samples)
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return 0;
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std::lock_guard<std::mutex> lk(m_csMixing);
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if (PowerPC::GetState() != PowerPC::CPU_RUNNING)
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{
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// Silence
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memset(samples, 0, numSamples * 4);
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return numSamples;
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}
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unsigned int currentSample = 0;
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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.
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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 = Common::AtomicLoad(m_indexR);
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u32 indexW = Common::AtomicLoad(m_indexW);
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float numLeft = ((indexW - indexR) & INDEX_MASK) / 2;
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m_numLeftI = (numLeft + m_numLeftI*(CONTROL_AVG-1)) / CONTROL_AVG;
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float offset = (m_numLeftI - LOW_WATERMARK) * 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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//render numleft sample pairs to samples[]
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//advance indexR with sample position
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//remember fractional offset
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u32 framelimit = SConfig::GetInstance().m_Framelimit;
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float aid_sample_rate = AudioInterface::GetAIDSampleRate() + offset;
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if (consider_framelimit && framelimit > 2)
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{
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aid_sample_rate = aid_sample_rate * (framelimit - 1) * 5 / VideoInterface::TargetRefreshRate;
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}
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static u32 frac = 0;
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const u32 ratio = (u32)( 65536.0f * aid_sample_rate / (float)m_sampleRate );
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if(ratio > 0x10000)
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ERROR_LOG(AUDIO, "ratio out of range");
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for (; currentSample < numSamples*2 && ((indexW-indexR) & INDEX_MASK) > 2; currentSample+=2) {
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u32 indexR2 = indexR + 2; //next sample
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s16 l1 = Common::swap16(m_buffer[indexR & INDEX_MASK]); //current
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s16 l2 = Common::swap16(m_buffer[indexR2 & INDEX_MASK]); //next
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int sampleL = ((l1 << 16) + (l2 - l1) * (u16)frac) >> 16;
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samples[currentSample+1] = sampleL;
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s16 r1 = Common::swap16(m_buffer[(indexR + 1) & INDEX_MASK]); //current
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s16 r2 = Common::swap16(m_buffer[(indexR2 + 1) & INDEX_MASK]); //next
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int sampleR = ((r1 << 16) + (r2 - r1) * (u16)frac) >> 16;
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samples[currentSample] = sampleR;
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frac += ratio;
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indexR += 2 * (u16)(frac >> 16);
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frac &= 0xffff;
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}
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// Padding
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unsigned short s[2];
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s[0] = Common::swap16(m_buffer[(indexR - 1) & INDEX_MASK]);
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s[1] = Common::swap16(m_buffer[(indexR - 2) & INDEX_MASK]);
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for (; currentSample < numSamples*2; currentSample+=2)
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{
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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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Common::AtomicStore(m_indexR, indexR);
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// Add the DSPHLE sound, re-sampling is done inside
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Premix(samples, numSamples);
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// Add the DTK Music
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// Re-sampling is done inside
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AudioInterface::Callback_GetStreaming(samples, numSamples, m_sampleRate);
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if (m_logAudio)
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g_wave_writer.AddStereoSamples(samples, numSamples);
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return numSamples;
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}
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void CMixer::PushSamples(const short *samples, unsigned int num_samples)
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{
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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 = Common::AtomicLoad(m_indexW);
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if (m_throttle)
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{
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// The auto throttle function. This loop will put a ceiling on the CPU MHz.
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while (num_samples * 2 + ((indexW - Common::AtomicLoad(m_indexR)) & INDEX_MASK) >= MAX_SAMPLES * 2)
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{
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if (*PowerPC::GetStatePtr() != PowerPC::CPU_RUNNING || soundStream->IsMuted())
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break;
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// Shortcut key for Throttle Skipping
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if (Host_GetKeyState('\t'))
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break;
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SLEEP(1);
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soundStream->Update();
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}
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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 (num_samples * 2 + ((indexW - Common::AtomicLoad(m_indexR)) & INDEX_MASK) >= MAX_SAMPLES * 2)
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return;
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// AyuanX: Actual re-sampling work has been moved to sound thread
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// to alleviate the workload on main thread
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// and we simply store raw data here to make fast mem copy
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int over_bytes = num_samples * 4 - (MAX_SAMPLES * 2 - (indexW & INDEX_MASK)) * sizeof(short);
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if (over_bytes > 0)
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{
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memcpy(&m_buffer[indexW & INDEX_MASK], samples, num_samples * 4 - over_bytes);
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memcpy(&m_buffer[0], samples + (num_samples * 4 - over_bytes) / sizeof(short), over_bytes);
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}
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else
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{
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memcpy(&m_buffer[indexW & INDEX_MASK], samples, num_samples * 4);
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}
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Common::AtomicAdd(m_indexW, num_samples * 2);
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return;
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}
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