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Ryujinx/Ryujinx.Audio/Input/AudioInputManager.cs

283 lines
9.4 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.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading;
namespace Ryujinx.Audio.Input
{
/// <summary>
/// The audio input manager.
/// </summary>
public class AudioInputManager : IDisposable
{
private object _lock = new object();
/// <summary>
/// Lock used for session allocation.
/// </summary>
private object _sessionLock = new object();
/// <summary>
/// The session ids allocation table.
/// </summary>
private int[] _sessionIds;
/// <summary>
/// The device driver.
/// </summary>
private IHardwareDeviceDriver _deviceDriver;
/// <summary>
/// The events linked to each session.
/// </summary>
private IWritableEvent[] _sessionsBufferEvents;
/// <summary>
/// The <see cref="AudioInputSystem"/> session instances.
/// </summary>
private AudioInputSystem[] _sessions;
/// <summary>
/// The count of active sessions.
/// </summary>
private int _activeSessionCount;
/// <summary>
/// The dispose state.
/// </summary>
private int _disposeState;
/// <summary>
/// Create a new <see cref="AudioInputManager"/>.
/// </summary>
public AudioInputManager()
{
_sessionIds = new int[Constants.AudioInSessionCountMax];
_sessions = new AudioInputSystem[Constants.AudioInSessionCountMax];
_activeSessionCount = 0;
for (int i = 0; i < _sessionIds.Length; i++)
{
_sessionIds[i] = i;
}
}
/// <summary>
/// Initialize the <see cref="AudioInputManager"/>.
/// </summary>
/// <param name="deviceDriver">The device driver.</param>
/// <param name="sessionRegisterEvents">The events associated to each session.</param>
public void Initialize(IHardwareDeviceDriver deviceDriver, IWritableEvent[] sessionRegisterEvents)
{
_deviceDriver = deviceDriver;
_sessionsBufferEvents = sessionRegisterEvents;
}
/// <summary>
/// Acquire a new session id.
/// </summary>
/// <returns>A new session id.</returns>
private int AcquireSessionId()
{
lock (_sessionLock)
{
int index = _activeSessionCount;
Debug.Assert(index < _sessionIds.Length);
int sessionId = _sessionIds[index];
_sessionIds[index] = -1;
_activeSessionCount++;
Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new input ({sessionId})");
return sessionId;
}
}
/// <summary>
/// Release a given <paramref name="sessionId"/>.
/// </summary>
/// <param name="sessionId">The session id to release.</param>
private void ReleaseSessionId(int sessionId)
{
lock (_sessionLock)
{
Debug.Assert(_activeSessionCount > 0);
int newIndex = --_activeSessionCount;
_sessionIds[newIndex] = sessionId;
}
Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered input ({sessionId})");
}
/// <summary>
/// Used to update audio input system.
/// </summary>
public void Update()
{
lock (_sessionLock)
{
foreach (AudioInputSystem input in _sessions)
{
input?.Update();
}
}
}
/// <summary>
/// Register a new <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="input">The <see cref="AudioInputSystem"/> to register.</param>
private void Register(AudioInputSystem input)
{
lock (_sessionLock)
{
_sessions[input.GetSessionId()] = input;
}
}
/// <summary>
/// Unregister a new <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="input">The <see cref="AudioInputSystem"/> to unregister.</param>
internal void Unregister(AudioInputSystem input)
{
lock (_sessionLock)
{
int sessionId = input.GetSessionId();
_sessions[input.GetSessionId()] = null;
ReleaseSessionId(sessionId);
}
}
/// <summary>
/// Get the list of all audio inputs names.
/// </summary>
/// <param name="filtered">If true, filter disconnected devices</param>
/// <returns>The list of all audio inputs name</returns>
public string[] ListAudioIns(bool filtered)
{
if (filtered)
{
// TODO: Detect if the driver supports audio input
}
return new string[] { Constants.DefaultDeviceInputName };
}
/// <summary>
/// Open a new <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="outputDeviceName">The output device name selected by the <see cref="AudioInputSystem"/></param>
/// <param name="outputConfiguration">The output audio configuration selected by the <see cref="AudioInputSystem"/></param>
/// <param name="obj">The new <see cref="AudioInputSystem"/></param>
/// <param name="memoryManager">The memory manager that will be used for all guest memory operations</param>
/// <param name="inputDeviceName">The input device name wanted by the user</param>
/// <param name="sampleFormat">The sample format to use</param>
/// <param name="parameter">The user configuration</param>
/// <param name="appletResourceUserId">The applet resource user id of the application</param>
/// <param name="processHandle">The process handle of the application</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode OpenAudioIn(out string outputDeviceName,
out AudioOutputConfiguration outputConfiguration,
out AudioInputSystem obj,
IVirtualMemoryManager memoryManager,
string inputDeviceName,
SampleFormat sampleFormat,
ref AudioInputConfiguration parameter,
ulong appletResourceUserId,
uint processHandle)
{
int sessionId = AcquireSessionId();
_sessionsBufferEvents[sessionId].Clear();
IHardwareDeviceSession deviceSession = _deviceDriver.OpenDeviceSession(IHardwareDeviceDriver.Direction.Input, memoryManager, sampleFormat, parameter.SampleRate, parameter.ChannelCount);
AudioInputSystem audioIn = new AudioInputSystem(this, _lock, deviceSession, _sessionsBufferEvents[sessionId]);
ResultCode result = audioIn.Initialize(inputDeviceName, sampleFormat, ref parameter, sessionId);
if (result == ResultCode.Success)
{
outputDeviceName = audioIn.DeviceName;
outputConfiguration = new AudioOutputConfiguration
{
ChannelCount = audioIn.ChannelCount,
SampleFormat = audioIn.SampleFormat,
SampleRate = audioIn.SampleRate,
AudioOutState = audioIn.GetState(),
};
obj = audioIn;
Register(audioIn);
}
else
{
ReleaseSessionId(sessionId);
obj = null;
outputDeviceName = null;
outputConfiguration = default;
}
return result;
}
public void Dispose()
{
if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
{
Dispose(true);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
// Clone the sessions array to dispose them outside the lock.
AudioInputSystem[] sessions;
lock (_sessionLock)
{
sessions = _sessions.ToArray();
}
foreach (AudioInputSystem input in sessions)
{
input?.Dispose();
}
}
}
}
}