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https://github.com/Ryujinx/Ryujinx.git
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* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
214 lines
6.1 KiB
C#
214 lines
6.1 KiB
C#
using OpenTK.Audio.OpenAL;
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Memory;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Backends.OpenAL
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{
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class OpenALHardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private OpenALHardwareDeviceDriver _driver;
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private int _sourceId;
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private ALFormat _targetFormat;
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private bool _isActive;
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private Queue<OpenALAudioBuffer> _queuedBuffers;
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private ulong _playedSampleCount;
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private object _lock = new object();
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public OpenALHardwareDeviceSession(OpenALHardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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_driver = driver;
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_queuedBuffers = new Queue<OpenALAudioBuffer>();
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_sourceId = AL.GenSource();
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_targetFormat = GetALFormat();
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_isActive = false;
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_playedSampleCount = 0;
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}
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private ALFormat GetALFormat()
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{
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switch (RequestedSampleFormat)
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{
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case SampleFormat.PcmInt16:
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switch (RequestedChannelCount)
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{
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case 1:
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return ALFormat.Mono16;
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case 2:
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return ALFormat.Stereo16;
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case 6:
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return ALFormat.Multi51Chn16Ext;
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default:
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throw new NotImplementedException($"Unsupported channel config {RequestedChannelCount}");
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}
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default:
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throw new NotImplementedException($"Unsupported sample format {RequestedSampleFormat}");
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}
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}
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public override void PrepareToClose() { }
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private void StartIfNotPlaying()
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{
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AL.GetSource(_sourceId, ALGetSourcei.SourceState, out int stateInt);
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ALSourceState State = (ALSourceState)stateInt;
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if (State != ALSourceState.Playing)
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{
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AL.SourcePlay(_sourceId);
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}
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}
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public override void QueueBuffer(AudioBuffer buffer)
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{
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lock (_lock)
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{
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OpenALAudioBuffer driverBuffer = new OpenALAudioBuffer
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{
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DriverIdentifier = buffer.DataPointer,
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BufferId = AL.GenBuffer(),
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SampleCount = GetSampleCount(buffer)
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};
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AL.BufferData(driverBuffer.BufferId, _targetFormat, buffer.Data, (int)RequestedSampleRate);
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_queuedBuffers.Enqueue(driverBuffer);
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AL.SourceQueueBuffer(_sourceId, driverBuffer.BufferId);
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if (_isActive)
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{
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StartIfNotPlaying();
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}
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}
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}
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public override void SetVolume(float volume)
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{
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lock (_lock)
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{
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AL.Source(_sourceId, ALSourcef.Gain, volume);
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}
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}
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public override float GetVolume()
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{
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AL.GetSource(_sourceId, ALSourcef.Gain, out float volume);
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return volume;
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}
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public override void Start()
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{
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lock (_lock)
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{
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_isActive = true;
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StartIfNotPlaying();
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}
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}
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public override void Stop()
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{
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lock (_lock)
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{
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SetVolume(0.0f);
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AL.SourceStop(_sourceId);
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_isActive = false;
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}
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}
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public override void UnregisterBuffer(AudioBuffer buffer) { }
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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lock (_lock)
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{
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if (!_queuedBuffers.TryPeek(out OpenALAudioBuffer driverBuffer))
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{
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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}
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}
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public override ulong GetPlayedSampleCount()
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{
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lock (_lock)
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{
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return _playedSampleCount;
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}
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}
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public bool Update()
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{
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lock (_lock)
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{
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if (_isActive)
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{
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AL.GetSource(_sourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
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if (releasedCount > 0)
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{
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int[] bufferIds = new int[releasedCount];
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AL.SourceUnqueueBuffers(_sourceId, releasedCount, bufferIds);
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int i = 0;
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while (_queuedBuffers.TryPeek(out OpenALAudioBuffer buffer) && i < bufferIds.Length)
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{
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if (buffer.BufferId == bufferIds[i])
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{
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_playedSampleCount += buffer.SampleCount;
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_queuedBuffers.TryDequeue(out _);
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i++;
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}
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}
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Debug.Assert(i == bufferIds.Length, "Unknown buffer ids found!");
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AL.DeleteBuffers(bufferIds);
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}
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return releasedCount > 0;
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}
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return false;
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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lock (_lock)
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{
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PrepareToClose();
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Stop();
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AL.DeleteSource(_sourceId);
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_driver.Unregister(this);
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}
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}
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}
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public override void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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