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audio: stop AudioOut2 contexts from stalling each other (PPSA09809) (#1745)
audio: submit AudioOut2 pushes outside the state mutex so contexts stop stalling each other Co-authored-by: nmzik <Nmzik@mail.ru>
This commit is contained in:
+47
-18
@@ -178,7 +178,6 @@ struct AudioOut2ContextState {
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uint32_t num_grains = 512;
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uint64_t last_update = 0;
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int object_audio_handle = 0;
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std::vector<float> object_mix;
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};
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struct AudioOut2PortStateEntry {
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@@ -212,8 +211,18 @@ struct AudioOut2LatencyState {
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uint32_t latency_us = 0;
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};
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// Per-context copy of what a push hands the backend. The backend can sleep while pacing, so a push
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// holds only its context's mutex across it; closing the context's handles waits on that mutex.
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struct AudioOut2Submission {
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Common::Mutex mutex;
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std::array<std::vector<uint8_t>, AudioInternal::OUT_PORTS_MAX> pcm;
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std::array<std::array<float, 16>, AudioInternal::OUT_PORTS_MAX> gains;
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std::vector<float> object_mix;
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};
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static Common::Mutex g_audioout2_state_mutex;
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static std::array<AudioOut2ContextState, 16> g_audioout2_contexts;
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static std::array<AudioOut2Submission, 16> g_audioout2_submissions;
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static std::array<AudioOut2PortStateEntry, 256> g_audioout2_ports;
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static std::vector<AudioOut2UserHandle> g_audioout2_users;
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static Common::Mutex g_audioout2_speaker_array_mutex;
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@@ -249,6 +258,10 @@ static AudioOut2ContextState* audioout2_find_context_locked(AudioOut2ContextHand
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return nullptr;
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}
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static AudioOut2Submission& audioout2_submission(const AudioOut2ContextState& context) {
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return g_audioout2_submissions[&context - g_audioout2_contexts.data()];
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}
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static uint32_t audioout2_grain_micros(uint32_t grains) {
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const auto sample_count = (grains == 0 ? 512u : grains);
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return std::max<uint32_t>((sample_count * 1000000u) / 48000u, 1000u);
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@@ -372,11 +385,10 @@ static bool audioout2_context_has_queueable_device(const AudioOut2ContextState&
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return false;
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}
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static void audioout2_mix_object(AudioOut2ContextState& context,
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static void audioout2_mix_object(std::vector<float>& mix, uint32_t num_grains,
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const AudioOut2PortStateEntry& object) {
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auto& mix = context.object_mix;
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if (mix.empty()) {
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mix.resize(static_cast<size_t>(context.num_grains) * 2, 0.0f);
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mix.resize(static_cast<size_t>(num_grains) * 2, 0.0f);
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}
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// Center ordinary objects. First-order stereo ambisonics uses left/right-facing
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@@ -393,7 +405,7 @@ static void audioout2_mix_object(AudioOut2ContextState& context,
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}
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left *= object.gains[0];
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right *= object.gains[0];
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for (uint32_t frame = 0; frame < context.num_grains; frame++) {
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for (uint32_t frame = 0; frame < num_grains; frame++) {
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const float sample =
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object.audio_format == AudioInternal::Format::FloatMono
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? reinterpret_cast<const float*>(object.pcm_data.data())[frame]
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@@ -403,15 +415,16 @@ static void audioout2_mix_object(AudioOut2ContextState& context,
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}
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}
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static void audioout2_queue_context_audio(AudioOut2ContextHandle ctx, bool blocking) {
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// The backend consumes the buffers synchronously, but can block while pacing SDL's queue.
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// Keep both PCM storage and port handles alive until it returns.
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Common::LockGuard lock(g_audioout2_state_mutex);
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auto* context = audioout2_find_context_locked(ctx);
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static void audioout2_queue_context_audio(AudioOut2ContextHandle ctx, AudioOut2Submission& out,
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bool blocking) {
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Common::LockGuard submit_lock(out.mutex);
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g_audioout2_state_mutex.Lock();
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auto* context = audioout2_find_context_locked(ctx);
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if (context == nullptr) {
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g_audioout2_state_mutex.Unlock();
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return;
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}
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context->object_mix.clear();
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out.object_mix.clear();
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std::vector<AudioInternal::OutputParam> params;
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params.reserve(AudioInternal::OUT_PORTS_MAX);
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for (const auto& state: g_audioout2_ports) {
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@@ -419,14 +432,18 @@ static void audioout2_queue_context_audio(AudioOut2ContextHandle ctx, bool block
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continue;
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}
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if (audioout2_port_type_is_object(state.port_type)) {
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audioout2_mix_object(*context, state);
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audioout2_mix_object(out.object_mix, context->num_grains, state);
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} else if (state.audio_handle > 0 && params.size() < AudioInternal::OUT_PORTS_MAX) {
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params.push_back({state.audio_handle, state.pcm_data.data(), state.gains.data()});
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const auto i = params.size();
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out.pcm[i] = state.pcm_data;
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out.gains[i] = state.gains;
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params.push_back({state.audio_handle, out.pcm[i].data(), out.gains[i].data()});
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}
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}
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if (!context->object_mix.empty() && params.size() < AudioInternal::OUT_PORTS_MAX) {
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params.push_back({context->object_audio_handle, context->object_mix.data()});
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if (!out.object_mix.empty() && params.size() < AudioInternal::OUT_PORTS_MAX) {
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params.push_back({context->object_audio_handle, out.object_mix.data()});
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}
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g_audioout2_state_mutex.Unlock();
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if (!params.empty()) {
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(void)AudioInternal::AudioOutOutputs(params.data(), static_cast<uint32_t>(params.size()),
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blocking);
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@@ -528,7 +545,8 @@ int KYTY_SYSV_ABI AudioOut2ContextDestroy(AudioOut2ContextHandle ctx) {
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size_t audio_handles_num = 0;
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g_audioout2_state_mutex.Lock();
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if (auto* state = audioout2_find_context_locked(ctx); state != nullptr) {
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auto* state = audioout2_find_context_locked(ctx);
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if (state != nullptr) {
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if (state->object_audio_handle > 0) {
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audio_handles[audio_handles_num++] = state->object_audio_handle;
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}
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@@ -544,6 +562,10 @@ int KYTY_SYSV_ABI AudioOut2ContextDestroy(AudioOut2ContextHandle ctx) {
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}
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g_audioout2_state_mutex.Unlock();
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if (state != nullptr) {
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// Wait for an in-flight push that may still use the handles.
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Common::LockGuard wait(audioout2_submission(*state).mutex);
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}
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for (size_t i = 0; i < audio_handles_num; i++) {
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audioout2_close_audio_handle(audio_handles[i]);
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}
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@@ -595,8 +617,9 @@ int KYTY_SYSV_ABI AudioOut2ContextPush(AudioOut2ContextHandle ctx, uint32_t bloc
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if (state->queued < state->queue_depth) {
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state->queued++;
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}
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auto& submission = audioout2_submission(*state);
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g_audioout2_state_mutex.Unlock();
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audioout2_queue_context_audio(ctx, blocking != 0);
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audioout2_queue_context_audio(ctx, submission, blocking != 0);
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return OK;
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}
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}
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@@ -729,14 +752,20 @@ int KYTY_SYSV_ABI AudioOut2PortDestroy(AudioOut2PortHandle port) {
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PRINT_NAME();
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LOGF("\t port = 0x%016" PRIx64 "\n", port);
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int audio_handle = 0;
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int audio_handle = 0;
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const AudioOut2ContextState* context = nullptr;
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g_audioout2_state_mutex.Lock();
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if (auto* state = audioout2_find_port_locked(port); state != nullptr) {
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audio_handle = state->audio_handle;
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context = audioout2_find_context_locked(state->context);
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*state = AudioOut2PortStateEntry {};
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}
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g_audioout2_state_mutex.Unlock();
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if (audio_handle > 0 && context != nullptr) {
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// Wait for an in-flight push that may still use the handle.
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Common::LockGuard wait(audioout2_submission(*context).mutex);
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}
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audioout2_close_audio_handle(audio_handle);
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return OK;
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