mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 20:56:41 +00:00
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
246 lines
7.3 KiB
C#
246 lines
7.3 KiB
C#
//
|
|
// Copyright (c) 2019-2021 Ryujinx
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
//
|
|
|
|
using Ryujinx.Audio.Renderer.Utils;
|
|
using System;
|
|
using System.Diagnostics;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Common
|
|
{
|
|
public class NodeStates
|
|
{
|
|
private class Stack
|
|
{
|
|
private Memory<int> _storage;
|
|
private int _index;
|
|
|
|
private int _nodeCount;
|
|
|
|
public void Reset(Memory<int> storage, int nodeCount)
|
|
{
|
|
Debug.Assert(storage.Length * sizeof(int) >= CalcBufferSize(nodeCount));
|
|
|
|
_storage = storage;
|
|
_index = 0;
|
|
_nodeCount = nodeCount;
|
|
}
|
|
|
|
public int GetCurrentCount()
|
|
{
|
|
return _index;
|
|
}
|
|
|
|
public void Push(int data)
|
|
{
|
|
Debug.Assert(_index + 1 <= _nodeCount);
|
|
|
|
_storage.Span[_index++] = data;
|
|
}
|
|
|
|
public int Pop()
|
|
{
|
|
Debug.Assert(_index > 0);
|
|
|
|
return _storage.Span[--_index];
|
|
}
|
|
|
|
public int Top()
|
|
{
|
|
return _storage.Span[_index - 1];
|
|
}
|
|
|
|
public static int CalcBufferSize(int nodeCount)
|
|
{
|
|
return nodeCount * sizeof(int);
|
|
}
|
|
}
|
|
|
|
private int _nodeCount;
|
|
private EdgeMatrix _discovered;
|
|
private EdgeMatrix _finished;
|
|
private Memory<int> _resultArray;
|
|
private Stack _stack;
|
|
private int _tsortResultIndex;
|
|
|
|
private enum NodeState : byte
|
|
{
|
|
Unknown,
|
|
Discovered,
|
|
Finished
|
|
}
|
|
|
|
public NodeStates()
|
|
{
|
|
_stack = new Stack();
|
|
_discovered = new EdgeMatrix();
|
|
_finished = new EdgeMatrix();
|
|
}
|
|
|
|
public static int GetWorkBufferSize(int nodeCount)
|
|
{
|
|
return Stack.CalcBufferSize(nodeCount * nodeCount) + 0xC * nodeCount + 2 * EdgeMatrix.GetWorkBufferSize(nodeCount);
|
|
}
|
|
|
|
public void Initialize(Memory<byte> nodeStatesWorkBuffer, int nodeCount)
|
|
{
|
|
int workBufferSize = GetWorkBufferSize(nodeCount);
|
|
|
|
Debug.Assert(nodeStatesWorkBuffer.Length >= workBufferSize);
|
|
|
|
_nodeCount = nodeCount;
|
|
|
|
int edgeMatrixWorkBufferSize = EdgeMatrix.GetWorkBufferSize(nodeCount);
|
|
|
|
_discovered.Initialize(nodeStatesWorkBuffer.Slice(0, edgeMatrixWorkBufferSize), nodeCount);
|
|
_finished.Initialize(nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize, edgeMatrixWorkBufferSize), nodeCount);
|
|
|
|
nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize * 2);
|
|
|
|
_resultArray = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, sizeof(int) * nodeCount));
|
|
|
|
nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(sizeof(int) * nodeCount);
|
|
|
|
Memory<int> stackWorkBuffer = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, Stack.CalcBufferSize(nodeCount * nodeCount)));
|
|
|
|
_stack.Reset(stackWorkBuffer, nodeCount * nodeCount);
|
|
}
|
|
|
|
private void Reset()
|
|
{
|
|
_discovered.Reset();
|
|
_finished.Reset();
|
|
_tsortResultIndex = 0;
|
|
_resultArray.Span.Fill(-1);
|
|
}
|
|
|
|
private NodeState GetState(int index)
|
|
{
|
|
Debug.Assert(index < _nodeCount);
|
|
|
|
if (_discovered.Test(index))
|
|
{
|
|
Debug.Assert(!_finished.Test(index));
|
|
|
|
return NodeState.Discovered;
|
|
}
|
|
else if (_finished.Test(index))
|
|
{
|
|
Debug.Assert(!_discovered.Test(index));
|
|
|
|
return NodeState.Finished;
|
|
}
|
|
|
|
return NodeState.Unknown;
|
|
}
|
|
|
|
private void SetState(int index, NodeState state)
|
|
{
|
|
switch (state)
|
|
{
|
|
case NodeState.Unknown:
|
|
_discovered.Reset(index);
|
|
_finished.Reset(index);
|
|
break;
|
|
case NodeState.Discovered:
|
|
_discovered.Set(index);
|
|
_finished.Reset(index);
|
|
break;
|
|
case NodeState.Finished:
|
|
_finished.Set(index);
|
|
_discovered.Reset(index);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void PushTsortResult(int index)
|
|
{
|
|
Debug.Assert(index < _nodeCount);
|
|
|
|
_resultArray.Span[_tsortResultIndex++] = index;
|
|
}
|
|
|
|
public ReadOnlySpan<int> GetTsortResult()
|
|
{
|
|
return _resultArray.Span.Slice(0, _tsortResultIndex);
|
|
}
|
|
|
|
public bool Sort(EdgeMatrix edgeMatrix)
|
|
{
|
|
Reset();
|
|
|
|
if (_nodeCount <= 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
for (int i = 0; i < _nodeCount; i++)
|
|
{
|
|
if (GetState(i) == NodeState.Unknown)
|
|
{
|
|
_stack.Push(i);
|
|
}
|
|
|
|
while (_stack.GetCurrentCount() > 0)
|
|
{
|
|
int topIndex = _stack.Top();
|
|
|
|
NodeState topState = GetState(topIndex);
|
|
|
|
if (topState == NodeState.Discovered)
|
|
{
|
|
SetState(topIndex, NodeState.Finished);
|
|
PushTsortResult(topIndex);
|
|
_stack.Pop();
|
|
}
|
|
else if (topState == NodeState.Finished)
|
|
{
|
|
_stack.Pop();
|
|
}
|
|
else
|
|
{
|
|
if (topState == NodeState.Unknown)
|
|
{
|
|
SetState(topIndex, NodeState.Discovered);
|
|
}
|
|
|
|
for (int j = 0; j < edgeMatrix.GetNodeCount(); j++)
|
|
{
|
|
if (edgeMatrix.Connected(topIndex, j))
|
|
{
|
|
NodeState jState = GetState(j);
|
|
|
|
if (jState == NodeState.Unknown)
|
|
{
|
|
_stack.Push(j);
|
|
}
|
|
// Found a loop, reset and propagate rejection.
|
|
else if (jState == NodeState.Discovered)
|
|
{
|
|
Reset();
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|