SDK20 and REV15 support

* Fixed an issue where games would boot loop because of an incorrect HID state.

  * Turns out the SamplingNumber of the atomic input storage doesn't match the SamplingNumber of the input state held by the atomic storage, instead it is exactly double the value in the input state.

* Added new Condition struct to the HID Shared memory and populate it with dummy data to fix the no-controller crash (already merged).

* The audio renderer has been mostly updated to rev15, allowing rev15 games to launch.

  * Biquad filters now use floats.

  * Several structures have been renamed to match the SDK names, making it easier to compare functionality. A few names are still missing and will be changed at a later date.

  * The new commands from rev15 have been added to the CommandType enum, but they are still missing from the code itself.

    * Due to changes in the SDK layout, the time estimation functions are either missing or very well hidden (or Ghidra search functionality is useless). We can't fully implement the new commands until the timing data has been located.

  * A few minor tweaks to the code have been made to more accurately match the SDK.
This commit is contained in:
LotP
2025-10-27 08:50:57 -05:00
committed by KeatonTheBot
parent 41eb6f5dc4
commit 1ef09717d2
83 changed files with 2343 additions and 1195 deletions
@@ -0,0 +1,309 @@
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Constants;
namespace Ryujinx.Audio.Renderer.Server.Mix
{
/// <summary>
/// Server state for a mix.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
public struct MixInfo
{
public const uint InvalidDistanceFromFinalMix = 0x80000000;
public const int Alignment = 0x10;
/// <summary>
/// Base volume of the mix.
/// </summary>
public float Volume;
/// <summary>
/// Target sample rate of the mix.
/// </summary>
public uint SampleRate;
/// <summary>
/// Target buffer count.
/// </summary>
public uint BufferCount;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// The id of the mix.
/// </summary>
public int MixId;
/// <summary>
/// The mix node id.
/// </summary>
public int NodeId;
/// <summary>
/// the buffer offset to use for command generation.
/// </summary>
public uint BufferOffset;
/// <summary>
/// The distance of the mix from the final mix.
/// </summary>
public uint DistanceFromFinalMix;
/// <summary>
/// The effect processing order storage.
/// </summary>
private readonly IntPtr _effectProcessingOrderArrayPointer;
/// <summary>
/// The max element count that can be found in the effect processing order storage.
/// </summary>
public uint EffectProcessingOrderArrayMaxCount;
/// <summary>
/// The mix to output the result of this mix.
/// </summary>
public int DestinationMixId;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixVolumeArray _mixVolumeArray;
/// <summary>
/// The splitter to output the result of this mix.
/// </summary>
public uint DestinationSplitterId;
/// <summary>
/// If set to true, the long size pre-delay is supported on the reverb command.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsLongSizePreDelaySupported;
[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
private struct MixVolumeArray
{
private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
}
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when no splitter id is specified.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
/// <summary>
/// Get the volume for a given connection destination.
/// </summary>
/// <param name="sourceIndex">The source node index.</param>
/// <param name="destinationIndex">The destination node index</param>
/// <returns>The volume for the given connection destination.</returns>
public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
{
return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
}
/// <summary>
/// The array used to order effects associated to this mix.
/// </summary>
public readonly Span<int> EffectProcessingOrderArray
{
get
{
if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
{
return Span<int>.Empty;
}
unsafe
{
return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
}
}
}
/// <summary>
/// Create a new <see cref="MixInfo"/>
/// </summary>
/// <param name="effectProcessingOrderArray"></param>
/// <param name="behaviourInfo"></param>
public MixInfo(Memory<int> effectProcessingOrderArray, ref BehaviourInfo behaviourInfo) : this()
{
MixId = UnusedMixId;
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
DestinationMixId = UnusedMixId;
DestinationSplitterId = UnusedSplitterId;
unsafe
{
// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
}
EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
IsLongSizePreDelaySupported = behaviourInfo.IsLongSizePreDelaySupported();
ClearEffectProcessingOrder();
}
/// <summary>
/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
/// </summary>
public void ClearDistanceFromFinalMix()
{
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
}
/// <summary>
/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
/// </summary>
public readonly void ClearEffectProcessingOrder()
{
EffectProcessingOrderArray.Fill(-1);
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public readonly bool HasAnyDestination()
{
return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
}
/// <summary>
/// Update the mix connection on the adjacency matrix.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
private bool UpdateConnection(EdgeMatrix edgeMatrix, in MixParameter parameter, ref SplitterContext splitterContext)
{
bool hasNewConnections;
if (DestinationSplitterId == UnusedSplitterId)
{
hasNewConnections = false;
}
else
{
ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
hasNewConnections = splitter.HasNewConnection;
}
if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
{
return false;
}
edgeMatrix.RemoveEdges(MixId);
if (parameter.DestinationMixId == UnusedMixId)
{
if (parameter.DestinationSplitterId != UnusedSplitterId)
{
ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
for (int i = 0; i < splitter.DestinationCount; i++)
{
SplitterDestination destination = splitter.GetData(i);
if (!destination.IsNull)
{
int destinationMixId = destination.DestinationId;
if (destinationMixId != UnusedMixId)
{
edgeMatrix.Connect(MixId, destinationMixId);
}
}
}
}
}
else
{
edgeMatrix.Connect(MixId, parameter.DestinationMixId);
}
DestinationMixId = parameter.DestinationMixId;
DestinationSplitterId = parameter.DestinationSplitterId;
return true;
}
/// <summary>
/// Update the mix from user information.
/// </summary>
/// <param name="edgeMatrix">The adjacency matrix.</param>
/// <param name="parameter">The input parameter of the mix.</param>
/// <param name="effectContext">The effect context.</param>
/// <param name="splitterContext">The splitter context.</param>
/// <param name="behaviourInfo">The behaviour context.</param>
/// <returns>Return true if the mix was changed.</returns>
public bool Update(EdgeMatrix edgeMatrix, in MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourInfo behaviourInfo)
{
bool isDirty;
Volume = parameter.Volume;
SampleRate = parameter.SampleRate;
BufferCount = parameter.BufferCount;
IsUsed = parameter.IsUsed;
MixId = parameter.MixId;
NodeId = parameter.NodeId;
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
if (behaviourInfo.IsSplitterSupported())
{
isDirty = UpdateConnection(edgeMatrix, in parameter, ref splitterContext);
}
else
{
isDirty = DestinationMixId != parameter.DestinationMixId;
DestinationMixId = parameter.DestinationMixId;
DestinationSplitterId = UnusedSplitterId;
}
ClearEffectProcessingOrder();
for (int i = 0; i < effectContext.GetCount(); i++)
{
ref BaseEffect effect = ref effectContext.GetEffect(i);
if (effect.MixId == MixId)
{
Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
{
return isDirty;
}
EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
}
}
return isDirty;
}
}
}