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
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//
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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.Parameter.Sink;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class CircularBufferSinkCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.CircularBufferSink;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort[] Input { get; }
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public uint InputCount { get; }
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public ulong CircularBuffer { get; }
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public ulong CircularBufferSize { get; }
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public ulong CurrentOffset { get; }
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public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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Input = new ushort[Constants.ChannelCountMax];
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InputCount = parameter.InputCount;
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for (int i = 0; i < InputCount; i++)
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{
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Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
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}
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CircularBuffer = circularBufferAddressInfo.GetReference(true);
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CircularBufferSize = parameter.BufferSize;
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CurrentOffset = currentOffset;
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Debug.Assert(CircularBuffer != 0);
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}
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public void Process(CommandList context)
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{
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const int targetChannelCount = 2;
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ulong currentOffset = CurrentOffset;
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if (CircularBufferSize > 0)
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{
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for (int i = 0; i < InputCount; i++)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(Input[i]);
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ulong targetOffset = CircularBuffer + currentOffset;
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for (int y = 0; y < context.SampleCount; y++)
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{
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context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
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}
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currentOffset += context.SampleCount * targetChannelCount;
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if (currentOffset >= CircularBufferSize)
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{
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currentOffset = 0;
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}
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}
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}
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}
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}
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}
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