mirror of
https://github.com/Ryujinx/Ryujinx.git
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This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
313 lines
10 KiB
C#
313 lines
10 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Audio.Renderer.Server.Splitter;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Ryujinx.Audio.Constants;
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namespace Ryujinx.Audio.Renderer.Server.Mix
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{
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/// <summary>
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/// Server state for a mix.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
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public struct MixState
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{
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public const uint InvalidDistanceFromFinalMix = 0x80000000;
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public const int Alignment = 0x10;
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/// <summary>
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/// Base volume of the mix.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Target sample rate of the mix.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Target buffer count.
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/// </summary>
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public uint BufferCount;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// The id of the mix.
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/// </summary>
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public int MixId;
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/// <summary>
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/// The mix node id.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// the buffer offset to use for command generation.
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/// </summary>
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public uint BufferOffset;
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/// <summary>
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/// The distance of the mix from the final mix.
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/// </summary>
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public uint DistanceFromFinalMix;
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/// <summary>
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/// The effect processing order storage.
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/// </summary>
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private IntPtr _effectProcessingOrderArrayPointer;
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/// <summary>
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/// The max element count that can be found in the effect processing order storage.
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/// </summary>
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public uint EffectProcessingOrderArrayMaxCount;
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/// <summary>
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/// The mix to output the result of this mix.
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/// </summary>
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public int DestinationMixId;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixVolumeArray _mixVolumeArray;
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/// <summary>
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/// The splitter to output the result of this mix.
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/// </summary>
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public uint DestinationSplitterId;
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/// <summary>
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/// If set to true, the long size pre-delay is supported on the reverb command.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsLongSizePreDelaySupported;
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[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
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private struct MixVolumeArray
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{
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private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
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}
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when no splitter id is specified.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
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/// <summary>
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/// Get the volume for a given connection destination.
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/// </summary>
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/// <param name="sourceIndex">The source node index.</param>
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/// <param name="destinationIndex">The destination node index</param>
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/// <returns>The volume for the given connection destination.</returns>
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public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
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{
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return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
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}
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/// <summary>
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/// The array used to order effects associated to this mix.
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/// </summary>
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public Span<int> EffectProcessingOrderArray
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{
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get
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{
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if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
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{
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return Span<int>.Empty;
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}
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unsafe
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{
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return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="MixState"/>
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/// </summary>
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/// <param name="effectProcessingOrderArray"></param>
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/// <param name="behaviourContext"></param>
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public MixState(Memory<int> effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this()
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{
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MixId = UnusedMixId;
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DistanceFromFinalMix = InvalidDistanceFromFinalMix;
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DestinationMixId = UnusedMixId;
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DestinationSplitterId = UnusedSplitterId;
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unsafe
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{
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// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
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_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
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}
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EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
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IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported();
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ClearEffectProcessingOrder();
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}
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/// <summary>
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/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
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/// </summary>
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public void ClearDistanceFromFinalMix()
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{
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DistanceFromFinalMix = InvalidDistanceFromFinalMix;
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}
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/// <summary>
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/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
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/// </summary>
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public void ClearEffectProcessingOrder()
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{
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EffectProcessingOrderArray.Fill(-1);
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}
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/// <summary>
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/// Return true if the mix has any destinations.
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/// </summary>
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/// <returns>True if the mix has any destinations.</returns>
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public bool HasAnyDestination()
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{
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return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
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}
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/// <summary>
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/// Update the mix connection on the adjacency matrix.
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/// </summary>
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/// <param name="edgeMatrix">The adjacency matrix.</param>
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/// <param name="parameter">The input parameter of the mix.</param>
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/// <param name="splitterContext">The splitter context.</param>
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/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
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private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext)
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{
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bool hasNewConnections;
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if (DestinationSplitterId == UnusedSplitterId)
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{
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hasNewConnections = false;
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}
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else
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{
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ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
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hasNewConnections = splitter.HasNewConnection;
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}
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if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
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{
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return false;
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}
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edgeMatrix.RemoveEdges(MixId);
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if (parameter.DestinationMixId == UnusedMixId)
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{
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if (parameter.DestinationSplitterId != UnusedSplitterId)
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{
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ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
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for (int i = 0; i < splitter.DestinationCount; i++)
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{
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Span<SplitterDestination> destination = splitter.GetData(i);
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if (!destination.IsEmpty)
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{
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int destinationMixId = destination[0].DestinationId;
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if (destinationMixId != UnusedMixId)
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{
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edgeMatrix.Connect(MixId, destinationMixId);
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}
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}
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}
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}
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}
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else
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{
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edgeMatrix.Connect(MixId, parameter.DestinationMixId);
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}
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DestinationMixId = parameter.DestinationMixId;
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DestinationSplitterId = parameter.DestinationSplitterId;
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return true;
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}
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/// <summary>
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/// Update the mix from user information.
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/// </summary>
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/// <param name="edgeMatrix">The adjacency matrix.</param>
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/// <param name="parameter">The input parameter of the mix.</param>
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/// <param name="effectContext">The effect context.</param>
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/// <param name="splitterContext">The splitter context.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <returns>Return true if the mix was changed.</returns>
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public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext)
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{
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bool isDirty;
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Volume = parameter.Volume;
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SampleRate = parameter.SampleRate;
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BufferCount = parameter.BufferCount;
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IsUsed = parameter.IsUsed;
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MixId = parameter.MixId;
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NodeId = parameter.NodeId;
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parameter.MixBufferVolume.CopyTo(MixBufferVolume);
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if (behaviourContext.IsSplitterSupported())
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{
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isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext);
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}
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else
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{
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isDirty = DestinationMixId != parameter.DestinationMixId;
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if (DestinationMixId != parameter.DestinationMixId)
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{
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DestinationMixId = parameter.DestinationMixId;
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}
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DestinationSplitterId = UnusedSplitterId;
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}
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ClearEffectProcessingOrder();
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for (int i = 0; i < effectContext.GetCount(); i++)
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{
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ref BaseEffect effect = ref effectContext.GetEffect(i);
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if (effect.MixId == MixId)
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{
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Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
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if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
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{
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return isDirty;
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}
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EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
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}
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}
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return isDirty;
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}
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}
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} |