2020-08-18 03:49:37 +02:00
using Ryujinx.Audio.Renderer.Common ;
using Ryujinx.Audio.Renderer.Parameter ;
using Ryujinx.Audio.Renderer.Utils ;
using Ryujinx.Common ;
using System ;
using System.Diagnostics ;
using System.Runtime.CompilerServices ;
using System.Runtime.InteropServices ;
namespace Ryujinx.Audio.Renderer.Server.Splitter
{
/// <summary>
/// Splitter context.
/// </summary>
public class SplitterContext
{
/// <summary>
/// Storage for <see cref="SplitterState"/>.
/// </summary>
private Memory < SplitterState > _splitters ;
/// <summary>
/// Storage for <see cref="SplitterDestination"/>.
/// </summary>
private Memory < SplitterDestination > _splitterDestinations ;
/// <summary>
/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
/// </summary>
public bool IsBugFixed { get ; private set ; }
/// <summary>
/// Initialize <see cref="SplitterContext"/>.
/// </summary>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
/// <returns>Return true if the initialization was successful.</returns>
public bool Initialize ( ref BehaviourContext behaviourContext , ref AudioRendererConfiguration parameter , WorkBufferAllocator workBufferAllocator )
{
if ( ! behaviourContext . IsSplitterSupported ( ) | | parameter . SplitterCount < = 0 | | parameter . SplitterDestinationCount < = 0 )
{
Setup ( Memory < SplitterState > . Empty , Memory < SplitterDestination > . Empty , false ) ;
return true ;
}
Memory < SplitterState > splitters = workBufferAllocator . Allocate < SplitterState > ( parameter . SplitterCount , SplitterState . Alignment ) ;
if ( splitters . IsEmpty )
{
return false ;
}
int splitterId = 0 ;
foreach ( ref SplitterState splitter in splitters . Span )
{
splitter = new SplitterState ( splitterId + + ) ;
}
Memory < SplitterDestination > splitterDestinations = workBufferAllocator . Allocate < SplitterDestination > ( parameter . SplitterDestinationCount ,
SplitterDestination . Alignment ) ;
if ( splitterDestinations . IsEmpty )
{
return false ;
}
int splitterDestinationId = 0 ;
foreach ( ref SplitterDestination data in splitterDestinations . Span )
{
data = new SplitterDestination ( splitterDestinationId + + ) ;
}
SplitterState . InitializeSplitters ( splitters . Span ) ;
Setup ( splitters , splitterDestinations , behaviourContext . IsSplitterBugFixed ( ) ) ;
return true ;
}
/// <summary>
/// Get the work buffer size while adding the size needed for splitter to operate.
/// </summary>
/// <param name="size">The current size.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <param name="parameter">The renderer configuration.</param>
/// <returns>Return the new size taking splitter into account.</returns>
public static ulong GetWorkBufferSize ( ulong size , ref BehaviourContext behaviourContext , ref AudioRendererConfiguration parameter )
{
if ( behaviourContext . IsSplitterSupported ( ) )
{
size = WorkBufferAllocator . GetTargetSize < SplitterState > ( size , parameter . SplitterCount , SplitterState . Alignment ) ;
size = WorkBufferAllocator . GetTargetSize < SplitterDestination > ( size , parameter . SplitterDestinationCount , SplitterDestination . Alignment ) ;
if ( behaviourContext . IsSplitterBugFixed ( ) )
{
size = WorkBufferAllocator . GetTargetSize < int > ( size , parameter . SplitterDestinationCount , 0x10 ) ;
}
return size ;
}
else
{
return size ;
}
}
/// <summary>
/// Setup the <see cref="SplitterContext"/> instance.
/// </summary>
/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
private void Setup ( Memory < SplitterState > splitters , Memory < SplitterDestination > splitterDestinations , bool isBugFixed )
{
_splitters = splitters ;
_splitterDestinations = splitterDestinations ;
IsBugFixed = isBugFixed ;
}
/// <summary>
/// Clear the new connection flag.
/// </summary>
private void ClearAllNewConnectionFlag ( )
{
foreach ( ref SplitterState splitter in _splitters . Span )
{
splitter . ClearNewConnectionFlag ( ) ;
}
}
/// <summary>
/// Get the destination count using the count of splitter.
/// </summary>
/// <returns>The destination count using the count of splitter.</returns>
public int GetDestinationCountPerStateForCompatibility ( )
{
if ( _splitters . IsEmpty )
{
return 0 ;
}
return _splitterDestinations . Length / _splitters . Length ;
}
/// <summary>
/// Update one or multiple <see cref="SplitterState"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateState ( ref SplitterInParameterHeader inputHeader , ref ReadOnlySpan < byte > input )
{
for ( int i = 0 ; i < inputHeader . SplitterCount ; i + + )
{
SplitterInParameter parameter = MemoryMarshal . Read < SplitterInParameter > ( input ) ;
Debug . Assert ( parameter . IsMagicValid ( ) ) ;
if ( parameter . IsMagicValid ( ) )
{
if ( parameter . Id > = 0 & & parameter . Id < _splitters . Length )
{
ref SplitterState splitter = ref GetState ( parameter . Id ) ;
splitter . Update ( this , ref parameter , input . Slice ( Unsafe . SizeOf < SplitterInParameter > ( ) ) ) ;
}
input = input . Slice ( 0x1C + ( int ) parameter . DestinationCount * 4 ) ;
}
}
}
/// <summary>
/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
/// </summary>
/// <param name="inputHeader">The splitter header.</param>
/// <param name="input">The raw data after the splitter header.</param>
private void UpdateData ( ref SplitterInParameterHeader inputHeader , ref ReadOnlySpan < byte > input )
{
for ( int i = 0 ; i < inputHeader . SplitterDestinationCount ; i + + )
{
SplitterDestinationInParameter parameter = MemoryMarshal . Read < SplitterDestinationInParameter > ( input ) ;
Debug . Assert ( parameter . IsMagicValid ( ) ) ;
if ( parameter . IsMagicValid ( ) )
{
if ( parameter . Id > = 0 & & parameter . Id < _splitterDestinations . Length )
{
ref SplitterDestination destination = ref GetDestination ( parameter . Id ) ;
destination . Update ( parameter ) ;
}
input = input . Slice ( Unsafe . SizeOf < SplitterDestinationInParameter > ( ) ) ;
}
}
}
/// <summary>
/// Update splitter from user parameters.
/// </summary>
/// <param name="input">The input raw user data.</param>
/// <param name="consumedSize">The total consumed size.</param>
/// <returns>Return true if the update was successful.</returns>
public bool Update ( ReadOnlySpan < byte > input , out int consumedSize )
{
if ( _splitterDestinations . IsEmpty | | _splitters . IsEmpty )
{
consumedSize = 0 ;
return true ;
}
int originalSize = input . Length ;
SplitterInParameterHeader header = SpanIOHelper . Read < SplitterInParameterHeader > ( ref input ) ;
if ( header . IsMagicValid ( ) )
{
ClearAllNewConnectionFlag ( ) ;
UpdateState ( ref header , ref input ) ;
UpdateData ( ref header , ref input ) ;
consumedSize = BitUtils . AlignUp ( originalSize - input . Length , 0x10 ) ;
return true ;
}
else
{
consumedSize = 0 ;
return false ;
}
}
/// <summary>
/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
public ref SplitterState GetState ( int id )
{
return ref SpanIOHelper . GetFromMemory ( _splitters , id , ( uint ) _splitters . Length ) ;
}
/// <summary>
/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
public ref SplitterDestination GetDestination ( int id )
{
return ref SpanIOHelper . GetFromMemory ( _splitterDestinations , id , ( uint ) _splitterDestinations . Length ) ;
}
/// <summary>
/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
public Memory < SplitterDestination > GetDestinationMemory ( int id )
{
return SpanIOHelper . GetMemory ( _splitterDestinations , id , ( uint ) _splitterDestinations . Length ) ;
}
/// <summary>
/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
/// </summary>
/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
public Span < SplitterDestination > GetDestination ( int id , int destinationId )
{
ref SplitterState splitter = ref GetState ( id ) ;
return splitter . GetData ( destinationId ) ;
}
/// <summary>
/// Return true if the audio renderer has any splitters.
/// </summary>
/// <returns>True if the audio renderer has any splitters.</returns>
public bool UsingSplitter ( )
{
return ! _splitters . IsEmpty & & ! _splitterDestinations . IsEmpty ;
}
/// <summary>
/// Update the internal state of all splitters.
/// </summary>
public void UpdateInternalState ( )
{
foreach ( ref SplitterState splitter in _splitters . Span )
{
splitter . UpdateInternalState ( ) ;
}
}
}
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}