mirror of https://github.com/sm64pc/sm64pc.git
Multithreaded Audio (#554)
* created the audio thread * Update playback.c * moved call to audio_game_loop_tick() to the audio thread * added semaphores * Update pc_main.c * audio thread now runs at 60hz also now using the built-in sys_sleep() upon sleeping. also implemented mutex locks. * audio thread doesn't run when loading a level uses code lifted straight from the original decomp since that deals with multithreading * mutex, semaphore, and time functions moved to platform.c * fixed race condition (i hope). also created thread.h and .c for global access * refactored so that pc_main has the functions for waiting for a semaphore and whatnot * Update pc_main.c
This commit is contained in:
parent
f2cfd74721
commit
39cfae663f
|
@ -13,6 +13,7 @@
|
|||
#include "seq_ids.h"
|
||||
#include "dialog_ids.h"
|
||||
#include "level_table.h"
|
||||
#include "pc/pc_main.h"
|
||||
|
||||
#ifdef VERSION_EU
|
||||
#define EU_FLOAT(x) x ## f
|
||||
|
@ -774,6 +775,7 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
|
|||
update_game_sound();
|
||||
sGameLoopTicked = 0;
|
||||
}
|
||||
|
||||
s32 writtenCmds;
|
||||
synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
|
||||
gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
|
||||
|
@ -2348,6 +2350,10 @@ void sound_reset(u8 presetId) {
|
|||
sUnused8033323C = 0;
|
||||
}
|
||||
#endif
|
||||
// Wait for audio thread to finish rendering
|
||||
pc_wait_for_audio();
|
||||
pc_request_gameloop_wait();
|
||||
|
||||
sGameLoopTicked = 0;
|
||||
disable_all_sequence_players();
|
||||
sound_init();
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
|
||||
#include "pc/platform.h"
|
||||
#include "pc/fs/fs.h"
|
||||
#include "pc/thread.h"
|
||||
|
||||
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "data.h"
|
||||
#include "seqplayer.h"
|
||||
#include "synthesis.h"
|
||||
#include "pc/thread.h"
|
||||
|
||||
#ifdef VERSION_EU
|
||||
|
||||
|
@ -54,6 +55,13 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
|
|||
if (osRecvMesg(OSMesgQueues[1], &msg, OS_MESG_NOBLOCK) != -1) {
|
||||
func_802ad7ec((u32) msg);
|
||||
}
|
||||
|
||||
// If the game thread is resetting the sound, don't process any audio commands
|
||||
pcthread_mutex_lock(&pcthread_game_mutex); bool reseting_sound = pcthread_game_reset_sound; pcthread_mutex_unlock(&pcthread_game_mutex);
|
||||
if (reseting_sound) {
|
||||
printf("Audio thread: Dropped 1 frame\n");
|
||||
return;
|
||||
}
|
||||
synthesis_execute(gAudioCmdBuffers[0], &writtenCmds, samples, num_samples);
|
||||
gAudioRandom = ((gAudioRandom + gAudioFrameCount) * gAudioFrameCount);
|
||||
gAudioRandom = gAudioRandom + writtenCmds / 8;
|
||||
|
|
132
src/pc/pc_main.c
132
src/pc/pc_main.c
|
@ -1,5 +1,8 @@
|
|||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <unistd.h> //Header file for sleep(). man 3 sleep for details.
|
||||
#include <time.h>
|
||||
#include <errno.h>
|
||||
|
||||
#ifdef TARGET_WEB
|
||||
#include <emscripten.h>
|
||||
|
@ -25,6 +28,7 @@
|
|||
#include "audio/audio_null.h"
|
||||
|
||||
#include "pc_main.h"
|
||||
#include "thread.h"
|
||||
#include "cliopts.h"
|
||||
#include "configfile.h"
|
||||
#include "controller/controller_api.h"
|
||||
|
@ -56,10 +60,24 @@ static struct AudioAPI *audio_api;
|
|||
static struct GfxWindowManagerAPI *wm_api;
|
||||
static struct GfxRenderingAPI *rendering_api;
|
||||
|
||||
pthread_t pcthread_audio_id;
|
||||
pthread_mutex_t pcthread_audio_mutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
bool pcthread_audio_init = false;
|
||||
bool pcthread_audio_rendering = false;
|
||||
sem_t pcthread_audio_sema;
|
||||
|
||||
pthread_mutex_t pcthread_game_mutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
bool pcthread_game_loop_iterating = false;
|
||||
bool pcthread_game_reset_sound = false;
|
||||
bool pcthread_wait_for_gameloop = false;
|
||||
sem_t pcthread_game_sema;
|
||||
|
||||
extern void gfx_run(Gfx *commands);
|
||||
extern void thread5_game_loop(void *arg);
|
||||
extern void audio_game_loop_tick(void);
|
||||
extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
|
||||
void game_loop_one_iteration(void);
|
||||
void* audio_thread();
|
||||
|
||||
void dispatch_audio_sptask(struct SPTask *spTask) {
|
||||
}
|
||||
|
@ -67,6 +85,28 @@ void dispatch_audio_sptask(struct SPTask *spTask) {
|
|||
void set_vblank_handler(s32 index, struct VblankHandler *handler, OSMesgQueue *queue, OSMesg *msg) {
|
||||
}
|
||||
|
||||
// Send a request for non-game threads to wait for the game thread to finish
|
||||
void pc_request_gameloop_wait(void) {
|
||||
pcthread_mutex_lock(&pcthread_game_mutex); pcthread_wait_for_gameloop = true; pcthread_mutex_unlock(&pcthread_game_mutex);
|
||||
}
|
||||
|
||||
// Wait for the audio thread to finish rendering audio
|
||||
void pc_wait_for_audio(void) {
|
||||
pcthread_semaphore_wait(&pcthread_audio_sema);
|
||||
}
|
||||
|
||||
// Check if the audio thread is currently rendering audio
|
||||
bool pc_check_audio_rendering(void) {
|
||||
pcthread_mutex_lock(&pcthread_audio_mutex); bool rendering = pcthread_audio_rendering; pcthread_mutex_unlock(&pcthread_audio_mutex);
|
||||
return rendering;
|
||||
}
|
||||
|
||||
// Check if the game thread should finish before continuing
|
||||
bool pc_check_gameloop_wait(void) {
|
||||
pcthread_mutex_lock(&pcthread_game_mutex); bool waiting = pcthread_wait_for_gameloop; pcthread_mutex_unlock(&pcthread_game_mutex);
|
||||
return waiting;
|
||||
}
|
||||
|
||||
static bool inited = false;
|
||||
|
||||
#include "game/display.h" // for gGlobalTimer
|
||||
|
@ -86,33 +126,84 @@ void send_display_list(struct SPTask *spTask) {
|
|||
void produce_one_frame(void) {
|
||||
gfx_start_frame();
|
||||
|
||||
const f32 master_mod = (f32)configMasterVolume / 127.0f;
|
||||
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
|
||||
set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
|
||||
set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
|
||||
|
||||
game_loop_one_iteration();
|
||||
thread6_rumble_loop(NULL);
|
||||
|
||||
int samples_left = audio_api->buffered();
|
||||
u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
|
||||
//printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
|
||||
s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
|
||||
for (int i = 0; i < 2; i++) {
|
||||
/*if (audio_cnt-- == 0) {
|
||||
audio_cnt = 2;
|
||||
}
|
||||
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
|
||||
create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
|
||||
// Post the game thread semaphore if the game thread requested it
|
||||
pcthread_mutex_lock(&pcthread_game_mutex);
|
||||
if (pcthread_wait_for_gameloop) {
|
||||
pcthread_semaphore_post(&pcthread_game_sema);
|
||||
pcthread_wait_for_gameloop = false;
|
||||
}
|
||||
//printf("Audio samples before submitting: %d\n", audio_api->buffered());
|
||||
pcthread_mutex_unlock(&pcthread_game_mutex);
|
||||
|
||||
audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
|
||||
thread6_rumble_loop(NULL);
|
||||
|
||||
gfx_end_frame();
|
||||
}
|
||||
|
||||
// Seperate the audio thread from the main thread so that your ears won't bleed at a low framerate
|
||||
// RACE CONDITION:
|
||||
void* audio_thread() {
|
||||
// Keep track of the time in microseconds
|
||||
const f64 frametime_micro = 16666.666; // 16.666666 ms = 60Hz; run this thread 60 times a second like the original game
|
||||
f64 start_time;
|
||||
f64 end_time;
|
||||
bool doloop = true;
|
||||
pcthread_semaphore_wait(&pcthread_game_sema);
|
||||
while(doloop) {
|
||||
start_time = sys_profile_time();
|
||||
const f32 master_mod = (f32)configMasterVolume / 127.0f;
|
||||
set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
|
||||
set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
|
||||
set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
|
||||
|
||||
int samples_left = audio_api->buffered();
|
||||
u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
|
||||
// printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
|
||||
s16 audio_buffer[SAMPLES_HIGH * 2];
|
||||
/*if (audio_cnt-- == 0) {
|
||||
audio_cnt = 2;
|
||||
}
|
||||
u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
|
||||
|
||||
if (!pc_check_gameloop_wait()) {
|
||||
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = true; pcthread_mutex_unlock(&pcthread_audio_mutex);
|
||||
create_next_audio_buffer(audio_buffer, num_audio_samples);
|
||||
pcthread_semaphore_post(&pcthread_audio_sema);
|
||||
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_rendering = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
|
||||
} /* else {
|
||||
printf("Audio thread: dropped frame\n");
|
||||
} */
|
||||
|
||||
// printf("Audio samples before submitting: %d\n", audio_api->buffered());
|
||||
audio_api->play((u8 *)audio_buffer, num_audio_samples * 4);
|
||||
|
||||
end_time = sys_profile_time();
|
||||
|
||||
// Sleep for the remaining time
|
||||
f64 nap_time = frametime_micro - (end_time - start_time);
|
||||
// printf("Audio thread nap time: %f\n", nap_time);
|
||||
if (nap_time > 0.0) sys_sleep(nap_time);
|
||||
|
||||
// Check if the game thread is still running
|
||||
pcthread_mutex_lock(&pcthread_audio_mutex); doloop = pcthread_audio_init; pcthread_mutex_unlock(&pcthread_audio_mutex);
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void audio_thread_init() {
|
||||
pcthread_audio_init = true;
|
||||
pcthread_semaphore_init(&pcthread_audio_sema, 0, 1);
|
||||
pthread_create(&pcthread_audio_id, NULL, audio_thread, NULL);
|
||||
}
|
||||
|
||||
void audio_shutdown(void) {
|
||||
// Tell the audio thread to stop
|
||||
pcthread_mutex_lock(&pcthread_audio_mutex); pcthread_audio_init = false; pcthread_mutex_unlock(&pcthread_audio_mutex);
|
||||
pcthread_semaphore_wait(&pcthread_audio_sema); // Wait for the audio thread to finish rendering audio, then destroy it all
|
||||
pthread_join(pcthread_audio_id, NULL);
|
||||
pcthread_semaphore_destroy(&pcthread_audio_sema);
|
||||
|
||||
if (audio_api) {
|
||||
if (audio_api->shutdown) audio_api->shutdown();
|
||||
audio_api = NULL;
|
||||
|
@ -127,6 +218,7 @@ void game_deinit(void) {
|
|||
controller_shutdown();
|
||||
audio_shutdown();
|
||||
gfx_shutdown();
|
||||
pcthread_semaphore_destroy(&pcthread_game_sema);
|
||||
inited = false;
|
||||
}
|
||||
|
||||
|
@ -257,6 +349,10 @@ void main_func(void) {
|
|||
emscripten_set_main_loop(em_main_loop, 0, 0);
|
||||
request_anim_frame(on_anim_frame);
|
||||
#else
|
||||
// initialize multithreading
|
||||
pcthread_semaphore_init(&pcthread_game_sema, 0, 0);
|
||||
audio_thread_init();
|
||||
|
||||
while (true) {
|
||||
wm_api->main_loop(produce_one_frame);
|
||||
#ifdef DISCORDRPC
|
||||
|
|
|
@ -5,9 +5,16 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
void game_deinit(void);
|
||||
void game_exit(void);
|
||||
|
||||
void pc_request_gameloop_wait(void);
|
||||
void pc_wait_for_audio(void);
|
||||
bool pc_check_audio_rendering(void);
|
||||
bool pc_check_gameloop_wait(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -73,6 +73,14 @@ void sys_sleep(const uint64_t us) {
|
|||
usleep(us);
|
||||
}
|
||||
|
||||
// A high-resolution profiling timer. Returns the current time in microseconds.
|
||||
double sys_profile_time(void) {
|
||||
// TODO: Platform specific stuff
|
||||
struct timespec tv;
|
||||
clock_gettime(CLOCK_MONOTONIC, &tv);
|
||||
return (double)(tv.tv_nsec) / 1000.0 + (double)(tv.tv_sec) * 1000000.0;
|
||||
}
|
||||
|
||||
/* this calls a platform-specific impl function after forming the error message */
|
||||
|
||||
static void sys_fatal_impl(const char *msg) __attribute__ ((noreturn));
|
||||
|
|
|
@ -5,6 +5,9 @@
|
|||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <pthread.h>
|
||||
#include <semaphore.h>
|
||||
|
||||
/* Platform-specific functions and whatnot */
|
||||
|
||||
|
@ -18,6 +21,7 @@ char *sys_strdup(const char *src);
|
|||
char *sys_strlwr(char *src);
|
||||
int sys_strcasecmp(const char *s1, const char *s2);
|
||||
void sys_sleep(const uint64_t us);
|
||||
double sys_profile_time(void);
|
||||
|
||||
// path stuff
|
||||
const char *sys_user_path(void);
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
#include "thread.h"
|
||||
|
||||
// TODO: Cross-platform stuff
|
||||
|
||||
void pcthread_mutex_lock(pthread_mutex_t *mutex) {
|
||||
pthread_mutex_lock(mutex);
|
||||
}
|
||||
|
||||
void pcthread_mutex_unlock(pthread_mutex_t *mutex) {
|
||||
pthread_mutex_unlock(mutex);
|
||||
}
|
||||
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value) {
|
||||
sem_init(sem, pshared, value);
|
||||
}
|
||||
|
||||
void pcthread_semaphore_wait(sem_t *sem) {
|
||||
sem_wait(sem);
|
||||
}
|
||||
|
||||
void pcthread_semaphore_post(sem_t *sem) {
|
||||
sem_post(sem);
|
||||
}
|
||||
|
||||
void pcthread_semaphore_destroy(sem_t *sem) {
|
||||
sem_destroy(sem);
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
#ifndef _PC_THREAD_H
|
||||
#define _PC_THREAD_H
|
||||
|
||||
#include <pthread.h>
|
||||
#include <semaphore.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
void pcthread_mutex_lock(pthread_mutex_t *mutex);
|
||||
void pcthread_mutex_unlock(pthread_mutex_t *mutex);
|
||||
void pcthread_semaphore_init(sem_t *sem, int pshared, unsigned int value);
|
||||
void pcthread_semaphore_wait(sem_t *sem);
|
||||
void pcthread_semaphore_post(sem_t *sem);
|
||||
void pcthread_semaphore_destroy(sem_t *sem);
|
||||
|
||||
#endif // _PC_THREAD_H
|
Loading…
Reference in New Issue