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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.
149 lines
No EOL
5.5 KiB
C#
149 lines
No EOL
5.5 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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/// <summary>
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/// Voice context.
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/// </summary>
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public class VoiceContext
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{
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/// <summary>
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/// Storage of the sorted indices to <see cref="VoiceState"/>.
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/// </summary>
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private Memory<int> _sortedVoices;
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/// <summary>
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/// Storage for <see cref="VoiceState"/>.
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/// </summary>
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private Memory<VoiceState> _voices;
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/// <summary>
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/// Storage for <see cref="VoiceChannelResource"/>.
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/// </summary>
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private Memory<VoiceChannelResource> _voiceChannelResources;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
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/// <summary>
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/// The total voice count.
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/// </summary>
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private uint _voiceCount;
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public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
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{
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_sortedVoices = sortedVoices;
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_voices = voices;
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_voiceChannelResources = voiceChannelResources;
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_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
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_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
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_voiceCount = voiceCount;
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}
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/// <summary>
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/// Get the total voice count.
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/// </summary>
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/// <returns>The total voice count.</returns>
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public uint GetCount()
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{
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return _voiceCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceChannelResource GetChannelResource(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
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}
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public ref VoiceState GetSortedState(int id)
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{
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Debug.Assert(id >= 0 && id < _voiceCount);
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return ref GetState(_sortedVoices.Span[id]);
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}
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/// <summary>
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/// Update internal state during command generation.
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/// </summary>
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public void UpdateForCommandGeneration()
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{
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_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
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}
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/// <summary>
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/// Sort the internal voices by priority and sorting order (if the priorities match).
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/// </summary>
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public void Sort()
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{
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for (int i = 0; i < _voiceCount; i++)
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{
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_sortedVoices.Span[i] = i;
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}
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int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
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Array.Sort(sortedVoicesTemp, (a, b) =>
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{
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ref VoiceState aState = ref GetState(a);
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ref VoiceState bState = ref GetState(b);
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int result = aState.Priority.CompareTo(bState.Priority);
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if (result == 0)
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{
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return aState.SortingOrder.CompareTo(bState.SortingOrder);
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}
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return result;
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});
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sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
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}
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}
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} |