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.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Splitter
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{
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/// <summary>
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/// Splitter context.
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/// </summary>
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public class SplitterContext
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{
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/// <summary>
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/// Storage for <see cref="SplitterState"/>.
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/// </summary>
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private Memory<SplitterState> _splitters;
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/// <summary>
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/// Storage for <see cref="SplitterDestination"/>.
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/// </summary>
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private Memory<SplitterDestination> _splitterDestinations;
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/// <summary>
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/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
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/// </summary>
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public bool IsBugFixed { get; private set; }
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/// <summary>
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/// Initialize <see cref="SplitterContext"/>.
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/// </summary>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
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/// <returns>Return true if the initialization was successful.</returns>
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public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator)
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{
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if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0)
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{
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Setup(Memory<SplitterState>.Empty, Memory<SplitterDestination>.Empty, false);
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return true;
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}
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Memory<SplitterState> splitters = workBufferAllocator.Allocate<SplitterState>(parameter.SplitterCount, SplitterState.Alignment);
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if (splitters.IsEmpty)
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{
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return false;
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}
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int splitterId = 0;
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foreach (ref SplitterState splitter in splitters.Span)
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{
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splitter = new SplitterState(splitterId++);
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}
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Memory<SplitterDestination> splitterDestinations = workBufferAllocator.Allocate<SplitterDestination>(parameter.SplitterDestinationCount,
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SplitterDestination.Alignment);
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if (splitterDestinations.IsEmpty)
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{
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return false;
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}
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int splitterDestinationId = 0;
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foreach (ref SplitterDestination data in splitterDestinations.Span)
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{
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data = new SplitterDestination(splitterDestinationId++);
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}
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SplitterState.InitializeSplitters(splitters.Span);
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Setup(splitters, splitterDestinations, behaviourContext.IsSplitterBugFixed());
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return true;
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}
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/// <summary>
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/// Get the work buffer size while adding the size needed for splitter to operate.
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/// </summary>
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/// <param name="size">The current size.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <param name="parameter">The renderer configuration.</param>
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/// <returns>Return the new size taking splitter into account.</returns>
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public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter)
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{
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if (behaviourContext.IsSplitterSupported())
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{
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size = WorkBufferAllocator.GetTargetSize<SplitterState>(size, parameter.SplitterCount, SplitterState.Alignment);
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size = WorkBufferAllocator.GetTargetSize<SplitterDestination>(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment);
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if (behaviourContext.IsSplitterBugFixed())
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{
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size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.SplitterDestinationCount, 0x10);
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}
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return size;
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}
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else
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{
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return size;
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}
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}
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/// <summary>
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/// Setup the <see cref="SplitterContext"/> instance.
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/// </summary>
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/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
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/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
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/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
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private void Setup(Memory<SplitterState> splitters, Memory<SplitterDestination> splitterDestinations, bool isBugFixed)
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{
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_splitters = splitters;
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_splitterDestinations = splitterDestinations;
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IsBugFixed = isBugFixed;
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}
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/// <summary>
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/// Clear the new connection flag.
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/// </summary>
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private void ClearAllNewConnectionFlag()
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{
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foreach (ref SplitterState splitter in _splitters.Span)
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{
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splitter.ClearNewConnectionFlag();
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}
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}
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/// <summary>
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/// Get the destination count using the count of splitter.
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/// </summary>
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/// <returns>The destination count using the count of splitter.</returns>
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public int GetDestinationCountPerStateForCompatibility()
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{
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if (_splitters.IsEmpty)
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{
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return 0;
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}
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return _splitterDestinations.Length / _splitters.Length;
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}
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/// <summary>
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/// Update one or multiple <see cref="SplitterState"/> from user parameters.
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/// </summary>
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/// <param name="inputHeader">The splitter header.</param>
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/// <param name="input">The raw data after the splitter header.</param>
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private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
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{
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for (int i = 0; i < inputHeader.SplitterCount; i++)
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{
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SplitterInParameter parameter = MemoryMarshal.Read<SplitterInParameter>(input);
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Debug.Assert(parameter.IsMagicValid());
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if (parameter.IsMagicValid())
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{
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if (parameter.Id >= 0 && parameter.Id < _splitters.Length)
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{
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ref SplitterState splitter = ref GetState(parameter.Id);
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splitter.Update(this, ref parameter, input.Slice(Unsafe.SizeOf<SplitterInParameter>()));
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}
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input = input.Slice(0x1C + (int)parameter.DestinationCount * 4);
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}
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}
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}
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/// <summary>
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/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
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/// </summary>
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/// <param name="inputHeader">The splitter header.</param>
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/// <param name="input">The raw data after the splitter header.</param>
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private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
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{
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for (int i = 0; i < inputHeader.SplitterDestinationCount; i++)
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{
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SplitterDestinationInParameter parameter = MemoryMarshal.Read<SplitterDestinationInParameter>(input);
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Debug.Assert(parameter.IsMagicValid());
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if (parameter.IsMagicValid())
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{
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if (parameter.Id >= 0 && parameter.Id < _splitterDestinations.Length)
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{
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ref SplitterDestination destination = ref GetDestination(parameter.Id);
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destination.Update(parameter);
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}
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input = input.Slice(Unsafe.SizeOf<SplitterDestinationInParameter>());
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}
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}
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}
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/// <summary>
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/// Update splitter from user parameters.
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/// </summary>
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/// <param name="input">The input raw user data.</param>
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/// <param name="consumedSize">The total consumed size.</param>
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/// <returns>Return true if the update was successful.</returns>
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public bool Update(ReadOnlySpan<byte> input, out int consumedSize)
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{
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if (_splitterDestinations.IsEmpty || _splitters.IsEmpty)
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{
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consumedSize = 0;
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return true;
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}
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int originalSize = input.Length;
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SplitterInParameterHeader header = SpanIOHelper.Read<SplitterInParameterHeader>(ref input);
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if (header.IsMagicValid())
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{
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ClearAllNewConnectionFlag();
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UpdateState(ref header, ref input);
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UpdateData(ref header, ref input);
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consumedSize = BitUtils.AlignUp(originalSize - input.Length, 0x10);
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return true;
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}
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else
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{
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consumedSize = 0;
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return false;
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}
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}
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/// <summary>
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/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
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public ref SplitterState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length);
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}
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/// <summary>
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/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
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public ref SplitterDestination GetDestination(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
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}
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/// <summary>
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/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
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public Memory<SplitterDestination> GetDestinationMemory(int id)
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{
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return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
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}
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/// <summary>
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/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
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/// </summary>
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/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
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/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
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/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
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public Span<SplitterDestination> GetDestination(int id, int destinationId)
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{
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ref SplitterState splitter = ref GetState(id);
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return splitter.GetData(destinationId);
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}
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/// <summary>
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/// Return true if the audio renderer has any splitters.
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/// </summary>
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/// <returns>True if the audio renderer has any splitters.</returns>
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public bool UsingSplitter()
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{
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return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty;
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}
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/// <summary>
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/// Update the internal state of all splitters.
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/// </summary>
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public void UpdateInternalState()
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{
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foreach (ref SplitterState splitter in _splitters.Span)
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{
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splitter.UpdateInternalState();
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}
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}
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}
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}
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