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* 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
79 lines
2.4 KiB
C#
79 lines
2.4 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common;
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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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namespace Ryujinx.Audio.Renderer.Common
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{
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public class WorkBufferAllocator
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{
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public Memory<byte> BackingMemory { get; }
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public ulong Offset { get; private set; }
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public WorkBufferAllocator(Memory<byte> backingMemory)
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{
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BackingMemory = backingMemory;
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}
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public Memory<byte> Allocate(ulong size, int align)
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{
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Debug.Assert(align != 0);
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if (size != 0)
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{
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ulong alignedOffset = BitUtils.AlignUp(Offset, align);
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if (alignedOffset + size <= (ulong)BackingMemory.Length)
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{
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Memory<byte> result = BackingMemory.Slice((int)alignedOffset, (int)size);
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Offset = alignedOffset + size;
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// Clear the memory to be sure that is does not contain any garbage.
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result.Span.Fill(0);
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return result;
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}
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}
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return Memory<byte>.Empty;
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}
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public Memory<T> Allocate<T>(ulong count, int align) where T: unmanaged
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{
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Memory<byte> allocatedMemory = Allocate((ulong)Unsafe.SizeOf<T>() * count, align);
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if (allocatedMemory.IsEmpty)
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{
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return Memory<T>.Empty;
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}
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return SpanMemoryManager<T>.Cast(allocatedMemory);
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}
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public static ulong GetTargetSize<T>(ulong currentSize, ulong count, int align) where T: unmanaged
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{
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return BitUtils.AlignUp(currentSize, align) + (ulong)Unsafe.SizeOf<T>() * count;
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}
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}
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}
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