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
This commit is contained in:
parent
1c49089ff0
commit
f556c80d02
249 changed files with 5614 additions and 2712 deletions
167
Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs
Normal file
167
Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs
Normal file
|
@ -0,0 +1,167 @@
|
|||
//
|
||||
// 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
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a adjacent matrix.
|
||||
/// </summary>
|
||||
/// <remarks>This is used for splitter routing.</remarks>
|
||||
public class EdgeMatrix
|
||||
{
|
||||
/// <summary>
|
||||
/// Backing <see cref="BitArray"/> used for node connections.
|
||||
/// </summary>
|
||||
private BitArray _storage;
|
||||
|
||||
/// <summary>
|
||||
/// The count of nodes of the current instance.
|
||||
/// </summary>
|
||||
private int _nodeCount;
|
||||
|
||||
/// <summary>
|
||||
/// Get the required work buffer size memory needed for the <see cref="EdgeMatrix"/>.
|
||||
/// </summary>
|
||||
/// <param name="nodeCount">The count of nodes.</param>
|
||||
/// <returns>The size required for the given <paramref name="nodeCount"/>.</returns>
|
||||
public static int GetWorkBufferSize(int nodeCount)
|
||||
{
|
||||
int size = BitUtils.AlignUp(nodeCount * nodeCount, Constants.BufferAlignment);
|
||||
|
||||
return size / Unsafe.SizeOf<byte>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the <see cref="EdgeMatrix"/> instance with backing memory.
|
||||
/// </summary>
|
||||
/// <param name="edgeMatrixWorkBuffer">The backing memory.</param>
|
||||
/// <param name="nodeCount">The count of nodes.</param>
|
||||
public void Initialize(Memory<byte> edgeMatrixWorkBuffer, int nodeCount)
|
||||
{
|
||||
Debug.Assert(edgeMatrixWorkBuffer.Length >= GetWorkBufferSize(nodeCount));
|
||||
|
||||
_storage = new BitArray(edgeMatrixWorkBuffer);
|
||||
|
||||
_nodeCount = nodeCount;
|
||||
|
||||
_storage.Reset();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test if the bit at the given index is set.
|
||||
/// </summary>
|
||||
/// <param name="index">A bit index.</param>
|
||||
/// <returns>Returns true if the bit at the given index is set</returns>
|
||||
public bool Test(int index)
|
||||
{
|
||||
return _storage.Test(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset all bits in the storage.
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
_storage.Reset();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the bit at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">A bit index.</param>
|
||||
public void Reset(int index)
|
||||
{
|
||||
_storage.Reset(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the bit at the given index.
|
||||
/// </summary>
|
||||
/// <param name="index">A bit index.</param>
|
||||
public void Set(int index)
|
||||
{
|
||||
_storage.Set(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Connect a given source to a given destination.
|
||||
/// </summary>
|
||||
/// <param name="source">The source index.</param>
|
||||
/// <param name="destination">The destination index.</param>
|
||||
public void Connect(int source, int destination)
|
||||
{
|
||||
Debug.Assert(source < _nodeCount);
|
||||
Debug.Assert(destination < _nodeCount);
|
||||
|
||||
_storage.Set(_nodeCount * source + destination);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the given source is connected to the given destination.
|
||||
/// </summary>
|
||||
/// <param name="source">The source index.</param>
|
||||
/// <param name="destination">The destination index.</param>
|
||||
/// <returns>Returns true if the given source is connected to the given destination.</returns>
|
||||
public bool Connected(int source, int destination)
|
||||
{
|
||||
Debug.Assert(source < _nodeCount);
|
||||
Debug.Assert(destination < _nodeCount);
|
||||
|
||||
return _storage.Test(_nodeCount * source + destination);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disconnect a given source from a given destination.
|
||||
/// </summary>
|
||||
/// <param name="source">The source index.</param>
|
||||
/// <param name="destination">The destination index.</param>
|
||||
public void Disconnect(int source, int destination)
|
||||
{
|
||||
Debug.Assert(source < _nodeCount);
|
||||
Debug.Assert(destination < _nodeCount);
|
||||
|
||||
_storage.Reset(_nodeCount * source + destination);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove all edges from a given source.
|
||||
/// </summary>
|
||||
/// <param name="source">The source index.</param>
|
||||
public void RemoveEdges(int source)
|
||||
{
|
||||
for (int i = 0; i < _nodeCount; i++)
|
||||
{
|
||||
Disconnect(source, i);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the total node count.
|
||||
/// </summary>
|
||||
/// <returns>The total node count.</returns>
|
||||
public int GetNodeCount()
|
||||
{
|
||||
return _nodeCount;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue