mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-09-11 18:28:50 +02:00
* 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
167 lines
5.4 KiB
C#
167 lines
5.4 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.Utils;
|
|
using Ryujinx.Common;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Common
|
|
{
|
|
/// <summary>
|
|
/// Represents a adjacent matrix.
|
|
/// </summary>
|
|
/// <remarks>This is used for splitter routing.</remarks>
|
|
public class EdgeMatrix
|
|
{
|
|
/// <summary>
|
|
/// Backing <see cref="BitArray"/> used for node connections.
|
|
/// </summary>
|
|
private BitArray _storage;
|
|
|
|
/// <summary>
|
|
/// The count of nodes of the current instance.
|
|
/// </summary>
|
|
private int _nodeCount;
|
|
|
|
/// <summary>
|
|
/// Get the required work buffer size memory needed for the <see cref="EdgeMatrix"/>.
|
|
/// </summary>
|
|
/// <param name="nodeCount">The count of nodes.</param>
|
|
/// <returns>The size required for the given <paramref name="nodeCount"/>.</returns>
|
|
public static int GetWorkBufferSize(int nodeCount)
|
|
{
|
|
int size = BitUtils.AlignUp(nodeCount * nodeCount, Constants.BufferAlignment);
|
|
|
|
return size / Unsafe.SizeOf<byte>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes the <see cref="EdgeMatrix"/> instance with backing memory.
|
|
/// </summary>
|
|
/// <param name="edgeMatrixWorkBuffer">The backing memory.</param>
|
|
/// <param name="nodeCount">The count of nodes.</param>
|
|
public void Initialize(Memory<byte> edgeMatrixWorkBuffer, int nodeCount)
|
|
{
|
|
Debug.Assert(edgeMatrixWorkBuffer.Length >= GetWorkBufferSize(nodeCount));
|
|
|
|
_storage = new BitArray(edgeMatrixWorkBuffer);
|
|
|
|
_nodeCount = nodeCount;
|
|
|
|
_storage.Reset();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Test if the bit at the given index is set.
|
|
/// </summary>
|
|
/// <param name="index">A bit index.</param>
|
|
/// <returns>Returns true if the bit at the given index is set</returns>
|
|
public bool Test(int index)
|
|
{
|
|
return _storage.Test(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset all bits in the storage.
|
|
/// </summary>
|
|
public void Reset()
|
|
{
|
|
_storage.Reset();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the bit at the given index.
|
|
/// </summary>
|
|
/// <param name="index">A bit index.</param>
|
|
public void Reset(int index)
|
|
{
|
|
_storage.Reset(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the bit at the given index.
|
|
/// </summary>
|
|
/// <param name="index">A bit index.</param>
|
|
public void Set(int index)
|
|
{
|
|
_storage.Set(index);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Connect a given source to a given destination.
|
|
/// </summary>
|
|
/// <param name="source">The source index.</param>
|
|
/// <param name="destination">The destination index.</param>
|
|
public void Connect(int source, int destination)
|
|
{
|
|
Debug.Assert(source < _nodeCount);
|
|
Debug.Assert(destination < _nodeCount);
|
|
|
|
_storage.Set(_nodeCount * source + destination);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the given source is connected to the given destination.
|
|
/// </summary>
|
|
/// <param name="source">The source index.</param>
|
|
/// <param name="destination">The destination index.</param>
|
|
/// <returns>Returns true if the given source is connected to the given destination.</returns>
|
|
public bool Connected(int source, int destination)
|
|
{
|
|
Debug.Assert(source < _nodeCount);
|
|
Debug.Assert(destination < _nodeCount);
|
|
|
|
return _storage.Test(_nodeCount * source + destination);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disconnect a given source from a given destination.
|
|
/// </summary>
|
|
/// <param name="source">The source index.</param>
|
|
/// <param name="destination">The destination index.</param>
|
|
public void Disconnect(int source, int destination)
|
|
{
|
|
Debug.Assert(source < _nodeCount);
|
|
Debug.Assert(destination < _nodeCount);
|
|
|
|
_storage.Reset(_nodeCount * source + destination);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all edges from a given source.
|
|
/// </summary>
|
|
/// <param name="source">The source index.</param>
|
|
public void RemoveEdges(int source)
|
|
{
|
|
for (int i = 0; i < _nodeCount; i++)
|
|
{
|
|
Disconnect(source, i);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the total node count.
|
|
/// </summary>
|
|
/// <returns>The total node count.</returns>
|
|
public int GetNodeCount()
|
|
{
|
|
return _nodeCount;
|
|
}
|
|
}
|
|
}
|