mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-19 17:12:00 +00:00
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
78 lines
2.4 KiB
C#
78 lines
2.4 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.Renderer.Utils;
|
|
using Ryujinx.Common;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Common
|
|
{
|
|
public class WorkBufferAllocator
|
|
{
|
|
public Memory<byte> BackingMemory { get; }
|
|
|
|
public ulong Offset { get; private set; }
|
|
|
|
public WorkBufferAllocator(Memory<byte> backingMemory)
|
|
{
|
|
BackingMemory = backingMemory;
|
|
}
|
|
|
|
public Memory<byte> Allocate(ulong size, int align)
|
|
{
|
|
Debug.Assert(align != 0);
|
|
|
|
if (size != 0)
|
|
{
|
|
ulong alignedOffset = BitUtils.AlignUp(Offset, align);
|
|
|
|
if (alignedOffset + size <= (ulong)BackingMemory.Length)
|
|
{
|
|
Memory<byte> result = BackingMemory.Slice((int)alignedOffset, (int)size);
|
|
|
|
Offset = alignedOffset + size;
|
|
|
|
// Clear the memory to be sure that is does not contain any garbage.
|
|
result.Span.Fill(0);
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
return Memory<byte>.Empty;
|
|
}
|
|
|
|
public Memory<T> Allocate<T>(ulong count, int align) where T: unmanaged
|
|
{
|
|
Memory<byte> allocatedMemory = Allocate((ulong)Unsafe.SizeOf<T>() * count, align);
|
|
|
|
if (allocatedMemory.IsEmpty)
|
|
{
|
|
return Memory<T>.Empty;
|
|
}
|
|
|
|
return SpanMemoryManager<T>.Cast(allocatedMemory);
|
|
}
|
|
|
|
public static ulong GetTargetSize<T>(ulong currentSize, ulong count, int align) where T: unmanaged
|
|
{
|
|
return BitUtils.AlignUp(currentSize, align) + (ulong)Unsafe.SizeOf<T>() * count;
|
|
}
|
|
}
|
|
}
|