f556c80d02
* 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
60 lines
1.9 KiB
C#
60 lines
1.9 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.Buffers;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Utils
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{
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public sealed unsafe class SpanMemoryManager<T> : MemoryManager<T>
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where T : unmanaged
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{
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private readonly T* _pointer;
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private readonly int _length;
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public SpanMemoryManager(Span<T> span)
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{
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fixed (T* ptr = &MemoryMarshal.GetReference(span))
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{
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_pointer = ptr;
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_length = span.Length;
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}
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}
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public override Span<T> GetSpan() => new Span<T>(_pointer, _length);
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public override MemoryHandle Pin(int elementIndex = 0)
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{
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if (elementIndex < 0 || elementIndex >= _length)
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{
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throw new ArgumentOutOfRangeException(nameof(elementIndex));
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}
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return new MemoryHandle(_pointer + elementIndex);
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}
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public override void Unpin() { }
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protected override void Dispose(bool disposing) { }
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public static Memory<T> Cast<TFrom>(Memory<TFrom> memory) where TFrom : unmanaged
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{
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return new SpanMemoryManager<T>(MemoryMarshal.Cast<TFrom, T>(memory.Span)).Memory;
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}
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}
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}
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