//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see .
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
///
/// Voice context.
///
public class VoiceContext
{
///
/// Storage of the sorted indices to .
///
private Memory _sortedVoices;
///
/// Storage for .
///
private Memory _voices;
///
/// Storage for .
///
private Memory _voiceChannelResources;
///
/// Storage for that are used during audio renderer server updates.
///
private Memory _voiceUpdateStatesCpu;
///
/// Storage for for the .
///
private Memory _voiceUpdateStatesDsp;
///
/// The total voice count.
///
private uint _voiceCount;
public void Initialize(Memory sortedVoices, Memory voices, Memory voiceChannelResources, Memory voiceUpdateStatesCpu, Memory voiceUpdateStatesDsp, uint voiceCount)
{
_sortedVoices = sortedVoices;
_voices = voices;
_voiceChannelResources = voiceChannelResources;
_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
_voiceCount = voiceCount;
}
///
/// Get the total voice count.
///
/// The total voice count.
public uint GetCount()
{
return _voiceCount;
}
///
/// Get a reference to a at the given .
///
/// The index to use.
/// A reference to a at the given .
public ref VoiceChannelResource GetChannelResource(int id)
{
return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
}
///
/// Get a at the given .
///
/// The index to use.
/// A at the given .
/// The returned should only be used when updating the server state.
public Memory GetUpdateStateForCpu(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
}
///
/// Get a at the given .
///
/// The index to use.
/// A at the given .
/// The returned should only be used in the context of processing on the .
public Memory GetUpdateStateForDsp(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
}
///
/// Get a reference to a at the given .
///
/// The index to use.
/// A reference to a at the given .
public ref VoiceState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
}
public ref VoiceState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _voiceCount);
return ref GetState(_sortedVoices.Span[id]);
}
///
/// Update internal state during command generation.
///
public void UpdateForCommandGeneration()
{
_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
}
///
/// Sort the internal voices by priority and sorting order (if the priorities match).
///
public void Sort()
{
for (int i = 0; i < _voiceCount; i++)
{
_sortedVoices.Span[i] = i;
}
int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedVoicesTemp, (a, b) =>
{
ref VoiceState aState = ref GetState(a);
ref VoiceState bState = ref GetState(b);
int result = aState.Priority.CompareTo(bState.Priority);
if (result == 0)
{
return aState.SortingOrder.CompareTo(bState.SortingOrder);
}
return result;
});
sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
}
}
}