Ryujinx/Ryujinx.Audio/Renderer/Server/Mix/MixContext.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
2021-02-26 01:11:56 +01:00

276 lines
9 KiB
C#

//
// Copyright (c) 2019-2021 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 <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Server.Splitter;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Mix
{
/// <summary>
/// Mix context.
/// </summary>
public class MixContext
{
/// <summary>
/// The total mix count.
/// </summary>
private uint _mixesCount;
/// <summary>
/// Storage for <see cref="MixState"/>.
/// </summary>
private Memory<MixState> _mixes;
/// <summary>
/// Storage of the sorted indices to <see cref="MixState"/>.
/// </summary>
private Memory<int> _sortedMixes;
/// <summary>
/// Graph state.
/// </summary>
public NodeStates NodeStates { get; }
/// <summary>
/// The instance of the adjacent matrix.
/// </summary>
public EdgeMatrix EdgeMatrix { get; }
/// <summary>
/// Create a new instance of <see cref="MixContext"/>.
/// </summary>
public MixContext()
{
NodeStates = new NodeStates();
EdgeMatrix = new EdgeMatrix();
}
/// <summary>
/// Initialize the <see cref="MixContext"/>.
/// </summary>
/// <param name="sortedMixes">The storage for sorted indices.</param>
/// <param name="mixes">The storage of <see cref="MixState"/>.</param>
/// <param name="nodeStatesWorkBuffer">The storage used for the <see cref="NodeStates"/>.</param>
/// <param name="edgeMatrixWorkBuffer">The storage used for the <see cref="EdgeMatrix"/>.</param>
public void Initialize(Memory<int> sortedMixes, Memory<MixState> mixes, Memory<byte> nodeStatesWorkBuffer, Memory<byte> edgeMatrixWorkBuffer)
{
_mixesCount = (uint)mixes.Length;
_mixes = mixes;
_sortedMixes = sortedMixes;
if (!nodeStatesWorkBuffer.IsEmpty && !edgeMatrixWorkBuffer.IsEmpty)
{
NodeStates.Initialize(nodeStatesWorkBuffer, mixes.Length);
EdgeMatrix.Initialize(edgeMatrixWorkBuffer, mixes.Length);
}
int sortedId = 0;
for (int i = 0; i < _mixes.Length; i++)
{
SetSortedState(sortedId++, i);
}
}
/// <summary>
/// Associate the given <paramref name="targetIndex"/> to a given <paramref cref="id"/>.
/// </summary>
/// <param name="id">The sorted id.</param>
/// <param name="targetIndex">The index to associate.</param>
private void SetSortedState(int id, int targetIndex)
{
_sortedMixes.Span[id] = targetIndex;
}
/// <summary>
/// Get a reference to the final <see cref="MixState"/>.
/// </summary>
/// <returns>A reference to the final <see cref="MixState"/>.</returns>
public ref MixState GetFinalState()
{
return ref GetState(Constants.FinalMixId);
}
/// <summary>
/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
public ref MixState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_mixes, id, _mixesCount);
}
/// <summary>
/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/> of the sorted mix info.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
public ref MixState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _mixesCount);
return ref GetState(_sortedMixes.Span[id]);
}
/// <summary>
/// Get the total mix count.
/// </summary>
/// <returns>The total mix count.</returns>
public uint GetCount()
{
return _mixesCount;
}
/// <summary>
/// Update the internal distance from the final mix value of every <see cref="MixState"/>.
/// </summary>
private void UpdateDistancesFromFinalMix()
{
foreach (ref MixState mix in _mixes.Span)
{
mix.ClearDistanceFromFinalMix();
}
for (int i = 0; i < GetCount(); i++)
{
ref MixState mix = ref GetState(i);
SetSortedState(i, i);
if (mix.IsUsed)
{
uint distance;
if (mix.MixId != Constants.FinalMixId)
{
int mixId = mix.MixId;
for (distance = 0; distance < GetCount(); distance++)
{
if (mixId == Constants.UnusedMixId)
{
distance = MixState.InvalidDistanceFromFinalMix;
break;
}
ref MixState distanceMix = ref GetState(mixId);
if (distanceMix.DistanceFromFinalMix != MixState.InvalidDistanceFromFinalMix)
{
distance = distanceMix.DistanceFromFinalMix + 1;
break;
}
mixId = distanceMix.DestinationMixId;
if (mixId == Constants.FinalMixId)
{
break;
}
}
if (distance > GetCount())
{
distance = MixState.InvalidDistanceFromFinalMix;
}
}
else
{
distance = MixState.InvalidDistanceFromFinalMix;
}
mix.DistanceFromFinalMix = distance;
}
}
}
/// <summary>
/// Update the internal mix buffer offset of all <see cref="MixState"/>.
/// </summary>
private void UpdateMixBufferOffset()
{
uint offset = 0;
foreach (ref MixState mix in _mixes.Span)
{
mix.BufferOffset = offset;
offset += mix.BufferCount;
}
}
/// <summary>
/// Sort the mixes using distance from the final mix.
/// </summary>
public void Sort()
{
UpdateDistancesFromFinalMix();
int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedMixesTemp, (a, b) =>
{
ref MixState stateA = ref GetState(a);
ref MixState stateB = ref GetState(b);
return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix);
});
sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span);
UpdateMixBufferOffset();
}
/// <summary>
/// Sort the mixes and splitters using an adjacency matrix.
/// </summary>
/// <param name="splitterContext">The <see cref="SplitterContext"/> used.</param>
/// <returns>Return true, if no errors in the graph were detected.</returns>
public bool Sort(SplitterContext splitterContext)
{
if (splitterContext.UsingSplitter())
{
bool isValid = NodeStates.Sort(EdgeMatrix);
if (isValid)
{
ReadOnlySpan<int> sortedMixesIndex = NodeStates.GetTsortResult();
int id = 0;
for (int i = sortedMixesIndex.Length - 1; i >= 0; i--)
{
SetSortedState(id++, sortedMixesIndex[i]);
}
UpdateMixBufferOffset();
}
return isValid;
}
else
{
UpdateMixBufferOffset();
return true;
}
}
}
}