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Ryujinx/Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion1.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

180 lines
4.9 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.Dsp.Command;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// <see cref="ICommandProcessingTimeEstimator"/> version 1.
/// </summary>
public class CommandProcessingTimeEstimatorVersion1 : ICommandProcessingTimeEstimator
{
private uint _sampleCount;
private uint _bufferCount;
public CommandProcessingTimeEstimatorVersion1(uint sampleCount, uint bufferCount)
{
_sampleCount = sampleCount;
_bufferCount = bufferCount;
}
public uint Estimate(PerformanceCommand command)
{
return 1454;
}
public uint Estimate(ClearMixBufferCommand command)
{
return (uint)(_sampleCount * 0.83f * _bufferCount * 1.2f);
}
public uint Estimate(BiquadFilterCommand command)
{
return (uint)(_sampleCount * 58.0f * 1.2f);
}
public uint Estimate(MixRampGroupedCommand command)
{
int volumeCount = 0;
for (int i = 0; i < command.MixBufferCount; i++)
{
if (command.Volume0[i] != 0.0f || command.Volume1[i] != 0.0f)
{
volumeCount++;
}
}
return (uint)(_sampleCount * 14.4f * 1.2f * volumeCount);
}
public uint Estimate(MixRampCommand command)
{
return (uint)(_sampleCount * 14.4f * 1.2f);
}
public uint Estimate(DepopPrepareCommand command)
{
return 1080;
}
public uint Estimate(VolumeRampCommand command)
{
return (uint)(_sampleCount * 9.8f * 1.2f);
}
public uint Estimate(PcmInt16DataSourceCommandVersion1 command)
{
return (uint)(command.Pitch * 0.25f * 1.2f);
}
public uint Estimate(AdpcmDataSourceCommandVersion1 command)
{
return (uint)(command.Pitch * 0.46f * 1.2f);
}
public uint Estimate(DepopForMixBuffersCommand command)
{
return (uint)(_sampleCount * 8.9f * command.MixBufferCount);
}
public uint Estimate(CopyMixBufferCommand command)
{
// NOTE: Nintendo returns 0 here for some reasons even if it will generate a command like that on version 1.. maybe a mistake?
return 0;
}
public uint Estimate(MixCommand command)
{
return (uint)(_sampleCount * 10.0f * 1.2f);
}
public uint Estimate(DelayCommand command)
{
return (uint)(_sampleCount * command.Parameter.ChannelCount * 202.5f);
}
public uint Estimate(ReverbCommand command)
{
Debug.Assert(command.Parameter.IsChannelCountValid());
if (command.Enabled)
{
return (uint)(750 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
}
return 0;
}
public uint Estimate(Reverb3dCommand command)
{
if (command.Enabled)
{
return (uint)(530 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
}
return 0;
}
public uint Estimate(AuxiliaryBufferCommand command)
{
if (command.Enabled)
{
return 15956;
}
return 3765;
}
public uint Estimate(VolumeCommand command)
{
return (uint)(_sampleCount * 8.8f * 1.2f);
}
public uint Estimate(CircularBufferSinkCommand command)
{
return 55;
}
public uint Estimate(DownMixSurroundToStereoCommand command)
{
return 16108;
}
public uint Estimate(UpsampleCommand command)
{
return 357915;
}
public uint Estimate(DeviceSinkCommand command)
{
return 10042;
}
public uint Estimate(PcmFloatDataSourceCommandVersion1 command)
{
return 0;
}
public uint Estimate(DataSourceVersion2Command command)
{
return 0;
}
}
}