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https://github.com/Ryujinx/Ryujinx.git
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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
311 lines
12 KiB
C#
311 lines
12 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.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Performance
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{
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/// <summary>
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/// A Generic implementation of <see cref="PerformanceManager"/>.
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/// </summary>
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/// <typeparam name="THeader">The header implementation of the performance frame.</typeparam>
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/// <typeparam name="TEntry">The entry implementation of the performance frame.</typeparam>
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/// <typeparam name="TEntryDetail">A detailed implementation of the performance frame.</typeparam>
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public class PerformanceManagerGeneric<THeader, TEntry, TEntryDetail> : PerformanceManager where THeader: unmanaged, IPerformanceHeader where TEntry : unmanaged, IPerformanceEntry where TEntryDetail: unmanaged, IPerformanceDetailEntry
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{
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/// <summary>
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/// The magic used for the <see cref="THeader"/>.
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/// </summary>
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private const uint MagicPerformanceBuffer = 0x46524550;
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/// <summary>
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/// The fixed amount of <see cref="TEntryDetail"/> that can be stored in a frame.
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/// </summary>
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private const int MaxFrameDetailCount = 100;
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private Memory<byte> _buffer;
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private Memory<byte> _historyBuffer;
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private Memory<byte> CurrentBuffer => _buffer.Slice(0, _frameSize);
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private Memory<byte> CurrentBufferData => CurrentBuffer.Slice(Unsafe.SizeOf<THeader>());
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private ref THeader CurrentHeader => ref MemoryMarshal.Cast<byte, THeader>(CurrentBuffer.Span)[0];
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private Span<TEntry> Entries => MemoryMarshal.Cast<byte, TEntry>(CurrentBufferData.Span.Slice(0, GetEntriesSize()));
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private Span<TEntryDetail> EntriesDetail => MemoryMarshal.Cast<byte, TEntryDetail>(CurrentBufferData.Span.Slice(GetEntriesSize(), GetEntriesDetailSize()));
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private int _frameSize;
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private int _availableFrameCount;
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private int _entryCountPerFrame;
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private int _detailTarget;
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private int _entryIndex;
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private int _entryDetailIndex;
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private int _indexHistoryWrite;
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private int _indexHistoryRead;
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private uint _historyFrameIndex;
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public PerformanceManagerGeneric(Memory<byte> buffer, ref AudioRendererConfiguration parameter)
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{
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_buffer = buffer;
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_frameSize = GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
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_entryCountPerFrame = (int)GetEntryCount(ref parameter);
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_availableFrameCount = buffer.Length / _frameSize - 1;
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_historyFrameIndex = 0;
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_historyBuffer = _buffer.Slice(_frameSize);
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SetupNewHeader();
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}
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private Span<byte> GetBufferFromIndex(Span<byte> data, int index)
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{
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return data.Slice(index * _frameSize, _frameSize);
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}
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private ref THeader GetHeaderFromBuffer(Span<byte> data, int index)
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{
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return ref MemoryMarshal.Cast<byte, THeader>(GetBufferFromIndex(data, index))[0];
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}
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private Span<TEntry> GetEntriesFromBuffer(Span<byte> data, int index)
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{
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return MemoryMarshal.Cast<byte, TEntry>(GetBufferFromIndex(data, index).Slice(Unsafe.SizeOf<THeader>(), GetEntriesSize()));
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}
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private Span<TEntryDetail> GetEntriesDetailFromBuffer(Span<byte> data, int index)
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{
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return MemoryMarshal.Cast<byte, TEntryDetail>(GetBufferFromIndex(data, index).Slice(Unsafe.SizeOf<THeader>() + GetEntriesSize(), GetEntriesDetailSize()));
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}
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private void SetupNewHeader()
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{
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_entryIndex = 0;
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_entryDetailIndex = 0;
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CurrentHeader.SetEntryCount(0);
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CurrentHeader.SetEntryDetailCount(0);
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}
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public static uint GetEntryCount(ref AudioRendererConfiguration parameter)
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{
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return parameter.VoiceCount + parameter.EffectCount + parameter.SubMixBufferCount + parameter.SinkCount + 1;
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}
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public int GetEntriesSize()
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{
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return Unsafe.SizeOf<TEntry>() * _entryCountPerFrame;
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}
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public static int GetEntriesDetailSize()
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{
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return Unsafe.SizeOf<TEntryDetail>() * MaxFrameDetailCount;
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}
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public static int GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref AudioRendererConfiguration parameter)
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{
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return Unsafe.SizeOf<TEntry>() * (int)GetEntryCount(ref parameter) + GetEntriesDetailSize() + Unsafe.SizeOf<THeader>();
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}
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public override uint CopyHistories(Span<byte> performanceOutput)
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{
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if (performanceOutput.IsEmpty)
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{
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return 0;
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}
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int nextOffset = 0;
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while (_indexHistoryRead != _indexHistoryWrite)
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{
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if (nextOffset >= performanceOutput.Length)
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{
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break;
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}
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ref THeader inputHeader = ref GetHeaderFromBuffer(_historyBuffer.Span, _indexHistoryRead);
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Span<TEntry> inputEntries = GetEntriesFromBuffer(_historyBuffer.Span, _indexHistoryRead);
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Span<TEntryDetail> inputEntriesDetail = GetEntriesDetailFromBuffer(_historyBuffer.Span, _indexHistoryRead);
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Span<byte> targetSpan = performanceOutput.Slice(nextOffset);
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ref THeader outputHeader = ref MemoryMarshal.Cast<byte, THeader>(targetSpan)[0];
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nextOffset += Unsafe.SizeOf<THeader>();
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Span<TEntry> outputEntries = MemoryMarshal.Cast<byte, TEntry>(targetSpan.Slice(nextOffset));
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int totalProcessingTime = 0;
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int effectiveEntryCount = 0;
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for (int entryIndex = 0; entryIndex < inputHeader.GetEntryCount(); entryIndex++)
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{
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ref TEntry input = ref inputEntries[entryIndex];
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if (input.GetProcessingTime() != 0 || input.GetStartTime() != 0)
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{
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ref TEntry output = ref outputEntries[effectiveEntryCount++];
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output = input;
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nextOffset += Unsafe.SizeOf<TEntry>();
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totalProcessingTime += input.GetProcessingTime();
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}
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}
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Span<TEntryDetail> outputEntriesDetail = MemoryMarshal.Cast<byte, TEntryDetail>(targetSpan.Slice(nextOffset));
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int effectiveEntryDetailCount = 0;
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for (int entryDetailIndex = 0; entryDetailIndex < inputHeader.GetEntryDetailCount(); entryDetailIndex++)
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{
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ref TEntryDetail input = ref inputEntriesDetail[entryDetailIndex];
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if (input.GetProcessingTime() != 0 || input.GetStartTime() != 0)
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{
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ref TEntryDetail output = ref outputEntriesDetail[effectiveEntryDetailCount++];
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output = input;
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nextOffset += Unsafe.SizeOf<TEntryDetail>();
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}
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}
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outputHeader = inputHeader;
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outputHeader.SetMagic(MagicPerformanceBuffer);
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outputHeader.SetTotalProcessingTime(totalProcessingTime);
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outputHeader.SetNextOffset(nextOffset);
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outputHeader.SetEntryCount(effectiveEntryCount);
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outputHeader.SetEntryDetailCount(effectiveEntryDetailCount);
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_indexHistoryRead = (_indexHistoryRead + 1) % _availableFrameCount;
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}
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if (nextOffset < performanceOutput.Length && (performanceOutput.Length - nextOffset) >= Unsafe.SizeOf<THeader>())
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{
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ref THeader outputHeader = ref MemoryMarshal.Cast<byte, THeader>(performanceOutput.Slice(nextOffset))[0];
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outputHeader = default;
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}
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return (uint)nextOffset;
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}
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public override bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceEntryType entryType, int nodeId)
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{
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performanceEntry = new PerformanceEntryAddresses();
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performanceEntry.BaseMemory = SpanMemoryManager<int>.Cast(CurrentBuffer);
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performanceEntry.EntryCountOffset = (uint)CurrentHeader.GetEntryCountOffset();
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uint baseEntryOffset = (uint)(Unsafe.SizeOf<THeader>() + Unsafe.SizeOf<TEntry>() * _entryIndex);
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ref TEntry entry = ref Entries[_entryIndex];
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performanceEntry.StartTimeOffset = baseEntryOffset + (uint)entry.GetStartTimeOffset();
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performanceEntry.ProcessingTimeOffset = baseEntryOffset + (uint)entry.GetProcessingTimeOffset();
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entry = default;
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entry.SetEntryType(entryType);
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entry.SetNodeId(nodeId);
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_entryIndex++;
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return true;
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}
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public override bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceDetailType detailType, PerformanceEntryType entryType, int nodeId)
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{
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performanceEntry = null;
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if (_entryDetailIndex > MaxFrameDetailCount)
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{
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return false;
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}
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performanceEntry = new PerformanceEntryAddresses();
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performanceEntry.BaseMemory = SpanMemoryManager<int>.Cast(CurrentBuffer);
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performanceEntry.EntryCountOffset = (uint)CurrentHeader.GetEntryCountOffset();
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uint baseEntryOffset = (uint)(Unsafe.SizeOf<THeader>() + GetEntriesSize() + Unsafe.SizeOf<IPerformanceDetailEntry>() * _entryDetailIndex);
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ref TEntryDetail entryDetail = ref EntriesDetail[_entryDetailIndex];
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performanceEntry.StartTimeOffset = baseEntryOffset + (uint)entryDetail.GetStartTimeOffset();
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performanceEntry.ProcessingTimeOffset = baseEntryOffset + (uint)entryDetail.GetProcessingTimeOffset();
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entryDetail = default;
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entryDetail.SetDetailType(detailType);
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entryDetail.SetEntryType(entryType);
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entryDetail.SetNodeId(nodeId);
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_entryDetailIndex++;
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return true;
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}
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public override bool IsTargetNodeId(int target)
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{
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return _detailTarget == target;
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}
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public override void SetTargetNodeId(int target)
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{
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_detailTarget = target;
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}
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public override void TapFrame(bool dspRunningBehind, uint voiceDropCount, ulong startRenderingTicks)
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{
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if (_availableFrameCount > 0)
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{
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int targetIndexForHistory = _indexHistoryWrite;
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_indexHistoryWrite = (_indexHistoryWrite + 1) % _availableFrameCount;
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ref THeader targetHeader = ref GetHeaderFromBuffer(_historyBuffer.Span, targetIndexForHistory);
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CurrentBuffer.Span.CopyTo(GetBufferFromIndex(_historyBuffer.Span, targetIndexForHistory));
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uint targetHistoryFrameIndex = _historyFrameIndex;
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if (_historyFrameIndex == uint.MaxValue)
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{
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_historyFrameIndex = 0;
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}
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else
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{
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_historyFrameIndex++;
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}
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targetHeader.SetDspRunningBehind(dspRunningBehind);
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targetHeader.SetVoiceDropCount(voiceDropCount);
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targetHeader.SetStartRenderingTicks(startRenderingTicks);
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targetHeader.SetIndex(targetHistoryFrameIndex);
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// Finally setup the new header
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SetupNewHeader();
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}
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}
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}
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}
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