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Ryujinx/Ryujinx.Audio/Renderer/Server/Performance/PerformanceManager.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

124 lines
6.6 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.Common;
using Ryujinx.Audio.Renderer.Parameter;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
public abstract class PerformanceManager
{
/// <summary>
/// Get the required size for a single performance frame.
/// </summary>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="behaviourContext">The behaviour context.</param>
/// <returns>The required size for a single performance frame.</returns>
public static ulong GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref AudioRendererConfiguration parameter, ref BehaviourContext behaviourContext)
{
uint version = behaviourContext.GetPerformanceMetricsDataFormat();
if (version == 2)
{
return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion2,
PerformanceEntryVersion2,
PerformanceDetailVersion2>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
}
else if (version == 1)
{
return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion1,
PerformanceEntryVersion1,
PerformanceDetailVersion1>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
}
throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
}
/// <summary>
/// Copy the performance frame history to the supplied user buffer and returns the size copied.
/// </summary>
/// <param name="performanceOutput">The supplied user buffer to store the performance frame into.</param>
/// <returns>The size copied to the supplied buffer.</returns>
public abstract uint CopyHistories(Span<byte> performanceOutput);
/// <summary>
/// Set the target node id to profile.
/// </summary>
/// <param name="target">The target node id to profile.</param>
public abstract void SetTargetNodeId(int target);
/// <summary>
/// Check if the given target node id is profiled.
/// </summary>
/// <param name="target">The target node id to check.</param>
/// <returns>Return true, if the given target node id is profiled.</returns>
public abstract bool IsTargetNodeId(int target);
/// <summary>
/// Get the next buffer to store a performance entry.
/// </summary>
/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
/// <param name="nodeId">The node id of the entry.</param>
/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceEntryType entryType, int nodeId);
/// <summary>
/// Get the next buffer to store a performance detailed entry.
/// </summary>
/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
/// <param name="detailType">The <see cref="PerformanceDetailType"/> info.</param>
/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
/// <param name="nodeId">The node id of the entry.</param>
/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceDetailType detailType, PerformanceEntryType entryType, int nodeId);
/// <summary>
/// Finalize the current performance frame.
/// </summary>
/// <param name="dspRunningBehind">Indicate if the DSP is running behind.</param>
/// <param name="voiceDropCount">The count of voices that were dropped.</param>
/// <param name="startRenderingTicks">The start ticks of the audio rendering.</param>
public abstract void TapFrame(bool dspRunningBehind, uint voiceDropCount, ulong startRenderingTicks);
/// <summary>
/// Create a new <see cref="PerformanceManager"/>.
/// </summary>
/// <param name="performanceBuffer">The backing memory available for use by the manager.</param>
/// <param name="parameter">The audio renderer configuration.</param>
/// <param name="behaviourContext">The behaviour context;</param>
/// <returns>A new <see cref="PerformanceManager"/>.</returns>
public static PerformanceManager Create(Memory<byte> performanceBuffer, ref AudioRendererConfiguration parameter, BehaviourContext behaviourContext)
{
uint version = behaviourContext.GetPerformanceMetricsDataFormat();
switch (version)
{
case 1:
return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion1, PerformanceEntryVersion1, PerformanceDetailVersion1>(performanceBuffer,
ref parameter);
case 2:
return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion2, PerformanceEntryVersion2, PerformanceDetailVersion2>(performanceBuffer,
ref parameter);
default:
throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
}
}
}
}