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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
121 lines
4 KiB
C#
121 lines
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 System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Utils
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{
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/// <summary>
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/// A simple bit array implementation backed by a <see cref="Memory{T}"/>.
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/// </summary>
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public class BitArray
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{
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/// <summary>
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/// The backing storage of the <see cref="BitArray"/>.
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/// </summary>
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private Memory<byte> _storage;
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/// <summary>
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/// Create a new <see cref="BitArray"/> from <see cref="Memory{T}"/>.
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/// </summary>
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/// <param name="storage">The backing storage of the <see cref="BitArray"/>.</param>
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public BitArray(Memory<byte> storage)
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{
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_storage = storage;
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}
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/// <summary>
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/// Get the byte position of a given bit index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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/// <returns>The byte position of a given bit index.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int ToPosition(int index) => index / 8;
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/// <summary>
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/// Get the bit position of a given bit index inside a byte.
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/// </summary>
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/// <param name="index">A bit index.</param>
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/// <returns>The bit position of a given bit index inside a byte.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int ToBitPosition(int index) => index % 8;
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/// <summary>
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/// Test if the bit at the given index is set.
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/// </summary>
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/// <param name="index">A bit index.</param>
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/// <returns>Return true if the bit at the given index is set</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Test(int index)
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{
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ulong mask = 1ul << ToBitPosition(index);
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return (_storage.Span[ToPosition(index)] & mask) == mask;
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}
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/// <summary>
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/// Set the bit at the given index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(int index)
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{
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Set(index, true);
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}
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/// <summary>
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/// Reset the bit at the given index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Reset(int index)
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{
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Set(index, false);
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}
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/// <summary>
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/// Set a bit value at the given index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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/// <param name="value">The new bit value.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void Set(int index, bool value)
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{
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byte mask = (byte)(1 << ToBitPosition(index));
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if (value)
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{
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_storage.Span[ToPosition(index)] |= mask;
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}
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else
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{
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_storage.Span[ToPosition(index)] &= (byte)~mask;
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}
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}
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/// <summary>
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/// Reset all bits in the storage.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Reset()
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{
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_storage.Span.Fill(0);
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}
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}
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}
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