[bink] synced host movie playback to the guest audio clock

This commit is contained in:
ParantezTech
2026-07-28 01:05:43 +03:00
parent 94b1fb3b5a
commit da5a4b14df
3 changed files with 582 additions and 73 deletions
+129 -7
View File
@@ -2,6 +2,7 @@
// SPDX-License-Identifier: GPL-2.0-or-later
using System.Diagnostics;
using SharpEmu.HLE.Host;
namespace SharpEmu.Libs.Bink;
@@ -36,6 +37,8 @@ internal sealed class BinkFramePlayback : IDisposable
private long _currentFrameIndex = -1;
private long _nextDecodedFrameIndex;
private long _playbackStartTimestamp;
private double _audioStartSeconds;
private long _lastSkewTraceTimestamp;
private bool _playbackClockStarted;
private bool _decoderCompleted;
private bool _stopRequested;
@@ -83,6 +86,26 @@ internal sealed class BinkFramePlayback : IDisposable
}
}
/// <summary>
/// Wall-clock seconds since the first frame was presented, and the index of
/// the last frame shown. Playback is on its own time base when these agree
/// with the movie's frame rate.
/// </summary>
internal (double Seconds, long FrameIndex) PlaybackProgress
{
get
{
lock (_gate)
{
return (
_playbackClockStarted
? Stopwatch.GetElapsedTime(_playbackStartTimestamp).TotalSeconds
: 0,
_currentFrameIndex);
}
}
}
internal bool TryGetFrame(
bool advanceClock,
out byte[] pixels,
@@ -118,14 +141,13 @@ internal sealed class BinkFramePlayback : IDisposable
if (advanceClock && !_playbackClockStarted)
{
_playbackStartTimestamp = Stopwatch.GetTimestamp();
_audioStartSeconds = GuestAudioClock.PlayedSeconds;
_playbackClockStarted = true;
}
var elapsedSeconds = _playbackClockStarted
? Stopwatch.GetElapsedTime(_playbackStartTimestamp).TotalSeconds
: 0;
var targetFrameIndex = (long)Math.Floor(
elapsedSeconds * FramesPerSecondNumerator / FramesPerSecondDenominator);
var elapsedSeconds = CurrentPlaybackSecondsLocked();
TraceClockSkewLocked();
var targetFrameIndex = CurrentTargetFrameIndexLocked();
DecodedFrame? replacement = null;
while (_decodedFrames.Count > 0 &&
_decodedFrames.Peek().Index <= targetFrameIndex)
@@ -166,6 +188,86 @@ internal sealed class BinkFramePlayback : IDisposable
}
}
/// <summary>
/// Time base for playback. A host-decoded movie runs on whatever clock it is
/// given, but the audio that belongs to it comes from the guest, which does
/// not advance at wall-clock rate on a slow frame. Following the audio keeps
/// the two together; SHARPEMU_MOVIE_CLOCK=wall restores the old behaviour.
/// </summary>
private static readonly bool _followGuestAudioClock = !string.Equals(
Environment.GetEnvironmentVariable("SHARPEMU_MOVIE_CLOCK"),
"wall",
StringComparison.OrdinalIgnoreCase);
/// <summary>
/// Seconds of playback elapsed on the movie's time base. Falls back to wall
/// clock whenever guest audio is not flowing: a movie whose audio never
/// starts — or stops early — must still finish rather than hang on a clock
/// that will never advance again.
/// </summary>
private double CurrentPlaybackSecondsLocked()
{
if (!_playbackClockStarted)
{
return 0;
}
var wallSeconds = Stopwatch.GetElapsedTime(_playbackStartTimestamp).TotalSeconds;
if (!_followGuestAudioClock || !GuestAudioClock.IsRunning)
{
return wallSeconds;
}
return Math.Clamp(GuestAudioClock.PlayedSeconds - _audioStartSeconds, 0, wallSeconds);
}
private static readonly bool _traceClockSkew = string.Equals(
Environment.GetEnvironmentVariable("SHARPEMU_LOG_MOVIE_SYNC"),
"1",
StringComparison.Ordinal);
/// <summary>
/// Logs how far the movie's wall clock has drifted from the guest audio the
/// movie is supposed to be in step with. A skew that is flat across playback
/// is a late audio start; one that grows is a rate mismatch, and the two need
/// different fixes. Caller holds <see cref="_gate"/>.
/// </summary>
private void TraceClockSkewLocked()
{
if (!_traceClockSkew || !_playbackClockStarted)
{
return;
}
var now = Stopwatch.GetTimestamp();
if (_lastSkewTraceTimestamp != 0 &&
Stopwatch.GetElapsedTime(_lastSkewTraceTimestamp) < TimeSpan.FromSeconds(1))
{
return;
}
_lastSkewTraceTimestamp = now;
var wallSeconds = Stopwatch.GetElapsedTime(_playbackStartTimestamp).TotalSeconds;
var audioSeconds = GuestAudioClock.PlayedSeconds - _audioStartSeconds;
Console.Error.WriteLine(
$"[PERF][MOVIE] wall_s={wallSeconds:F2} audio_s={audioSeconds:F2} " +
$"playback_s={CurrentPlaybackSecondsLocked():F2} " +
$"skew_s={wallSeconds - audioSeconds:F2} frame={_currentFrameIndex} " +
$"audio_running={GuestAudioClock.IsRunning}");
}
/// <summary>
/// The frame the movie's own time base says should be on screen right now.
/// Returns -1 until the first frame is presented, so the queue prefills
/// instead of instantly declaring everything late.
/// </summary>
private long CurrentTargetFrameIndexLocked() =>
_playbackClockStarted
? (long)Math.Floor(
CurrentPlaybackSecondsLocked() *
FramesPerSecondNumerator / FramesPerSecondDenominator)
: -1;
private void DecodeLoop()
{
try
@@ -199,8 +301,28 @@ internal sealed class BinkFramePlayback : IDisposable
lock (_gate)
{
_decodedFrames.Enqueue(new DecodedFrame(
_nextDecodedFrameIndex++, destination));
var frameIndex = _nextDecodedFrameIndex++;
// Frames are pulled once per guest flip, so a title running
// well under the movie's frame rate cannot drain a queue
// this shallow fast enough and the movie stretches past its
// real duration — audio finishes while the last picture sits
// on screen and the next movie starts late. Once the clock
// has passed a queued frame it can never be shown, so retire
// it in favour of this newer one. Only superseded frames are
// dropped, never the newest, so a decoder that cannot keep
// up still advances the picture instead of freezing it.
var targetFrameIndex = CurrentTargetFrameIndexLocked();
if (frameIndex <= targetFrameIndex)
{
while (_decodedFrames.Count > 0 &&
_decodedFrames.Peek().Index <= targetFrameIndex)
{
_freeBuffers.Enqueue(_decodedFrames.Dequeue().Pixels);
}
}
_decodedFrames.Enqueue(new DecodedFrame(frameIndex, destination));
Monitor.PulseAll(_gate);
}
}