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Ryujinx/Ryujinx.Audio/Renderer/Server/Splitter/SplitterState.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

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