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
237 lines
7.3 KiB
C#
237 lines
7.3 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.Parameter;
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using System;
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using System.Buffers;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Splitter
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{
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/// <summary>
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/// Server state for a splitter.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
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public struct SplitterState
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The unique id of this <see cref="SplitterState"/>.
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/// </summary>
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public int Id;
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/// <summary>
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/// Target sample rate to use on the splitter.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Count of splitter destinations (<see cref="SplitterDestination"/>).
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/// </summary>
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public int DestinationCount;
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/// <summary>
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/// Set to true if the splitter has a new connection.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool HasNewConnection;
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/// <summary>
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/// Linked list of <see cref="SplitterDestination"/>.
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/// </summary>
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private unsafe SplitterDestination* _destinationsData;
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/// <summary>
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/// Span to the first element of the linked list of <see cref="SplitterDestination"/>.
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/// </summary>
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public Span<SplitterDestination> Destinations
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{
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get
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{
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unsafe
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{
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return (IntPtr)_destinationsData != IntPtr.Zero ? new Span<SplitterDestination>(_destinationsData, 1) : Span<SplitterDestination>.Empty;
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="SplitterState"/>.
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/// </summary>
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/// <param name="id">The unique id of this <see cref="SplitterState"/>.</param>
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public SplitterState(int id) : this()
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{
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Id = id;
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}
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public Span<SplitterDestination> GetData(int index)
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{
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int i = 0;
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Span<SplitterDestination> result = Destinations;
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while (i < index)
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{
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if (result.IsEmpty)
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{
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break;
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}
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result = result[0].Next;
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i++;
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}
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return result;
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}
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/// <summary>
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/// Clear the new connection flag.
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/// </summary>
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public void ClearNewConnectionFlag()
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{
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HasNewConnection = false;
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}
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/// <summary>
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/// Utility function to apply a given <see cref="SpanAction{T, TArg}"/> to all <see cref="Destinations"/>.
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/// </summary>
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/// <param name="action">The action to execute on each elements.</param>
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private void ForEachDestination(SpanAction<SplitterDestination, int> action)
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{
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Span<SplitterDestination> temp = Destinations;
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int i = 0;
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while (true)
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{
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if (temp.IsEmpty)
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{
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break;
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}
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Span<SplitterDestination> next = temp[0].Next;
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action.Invoke(temp, i++);
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temp = next;
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}
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}
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/// <summary>
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/// Update the <see cref="SplitterState"/> from user parameter.
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/// </summary>
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/// <param name="context">The splitter context.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="input">The raw input data after the <paramref name="parameter"/>.</param>
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public void Update(SplitterContext context, ref SplitterInParameter parameter, ReadOnlySpan<byte> input)
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{
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ClearLinks();
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int destinationCount;
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if (context.IsBugFixed)
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{
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destinationCount = parameter.DestinationCount;
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}
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else
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{
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destinationCount = Math.Min(context.GetDestinationCountPerStateForCompatibility(), parameter.DestinationCount);
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}
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if (destinationCount > 0)
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{
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ReadOnlySpan<int> destinationIds = MemoryMarshal.Cast<byte, int>(input);
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Memory<SplitterDestination> destination = context.GetDestinationMemory(destinationIds[0]);
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SetDestination(ref destination.Span[0]);
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DestinationCount = destinationCount;
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for (int i = 1; i < destinationCount; i++)
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{
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Memory<SplitterDestination> nextDestination = context.GetDestinationMemory(destinationIds[i]);
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destination.Span[0].Link(ref nextDestination.Span[0]);
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destination = nextDestination;
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}
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}
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Debug.Assert(parameter.Id == Id);
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if (parameter.Id == Id)
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{
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SampleRate = parameter.SampleRate;
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HasNewConnection = true;
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}
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}
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/// <summary>
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/// Set the head of the linked list of <see cref="Destinations"/>.
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/// </summary>
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/// <param name="newValue">A reference to a <see cref="SplitterDestination"/>.</param>
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public void SetDestination(ref SplitterDestination newValue)
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{
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unsafe
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{
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fixed (SplitterDestination* newValuePtr = &newValue)
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{
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_destinationsData = newValuePtr;
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}
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}
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}
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/// <summary>
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/// Update the internal state of this instance.
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/// </summary>
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public void UpdateInternalState()
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{
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ForEachDestination((destination, _) => destination[0].UpdateInternalState());
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}
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/// <summary>
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/// Clear all links from the <see cref="Destinations"/>.
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/// </summary>
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public void ClearLinks()
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{
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ForEachDestination((destination, _) => destination[0].Unlink());
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unsafe
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{
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_destinationsData = (SplitterDestination*)IntPtr.Zero;
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}
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}
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/// <summary>
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/// Initialize a given <see cref="Span{SplitterState}"/>.
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/// </summary>
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/// <param name="splitters">All the <see cref="SplitterState"/> to initialize.</param>
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public static void InitializeSplitters(Span<SplitterState> splitters)
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{
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foreach (ref SplitterState splitter in splitters)
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{
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unsafe
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{
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splitter._destinationsData = (SplitterDestination*)IntPtr.Zero;
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}
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splitter.DestinationCount = 0;
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}
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}
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}
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}
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