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;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Diagnostics;
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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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/// Server state for a splitter destination.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0xE0, Pack = Alignment)]
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public struct SplitterDestination
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The unique id of this <see cref="SplitterDestination"/>.
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/// </summary>
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public int Id;
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/// <summary>
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/// The mix to output the result of the splitter.
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/// </summary>
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public int DestinationId;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixArray _mix;
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private MixArray _previousMix;
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/// <summary>
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/// Pointer to the next linked element.
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/// </summary>
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private unsafe SplitterDestination* _next;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// Set to true if the internal state need to be updated.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool NeedToUpdateInternalState;
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[StructLayout(LayoutKind.Sequential, Size = 4 * RendererConstants.MixBufferCountMax, Pack = 1)]
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private struct MixArray { }
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when a splitter id is specified in the mix.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _mix);
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/// <summary>
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/// Previous mix buffer volumes.
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/// </summary>
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/// <remarks>Used when a splitter id is specified in the mix.</remarks>
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public Span<float> PreviousMixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _previousMix);
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/// <summary>
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/// Get the <see cref="Span{SplitterDestination}"/> of the next element or <see cref="Span{SplitterDestination}.Empty"/> if not present.
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/// </summary>
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public Span<SplitterDestination> Next
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{
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get
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{
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unsafe
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{
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return _next != null ? new Span<SplitterDestination>(_next, 1) : Span<SplitterDestination>.Empty;
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="SplitterDestination"/>.
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/// </summary>
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/// <param name="id">The unique id of this <see cref="SplitterDestination"/>.</param>
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public SplitterDestination(int id) : this()
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{
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Id = id;
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DestinationId = RendererConstants.UnusedMixId;
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ClearVolumes();
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}
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/// <summary>
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/// Update the <see cref="SplitterDestination"/> from user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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public void Update(SplitterDestinationInParameter parameter)
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{
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Debug.Assert(Id == parameter.Id);
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if (parameter.IsMagicValid() && Id == parameter.Id)
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{
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DestinationId = parameter.DestinationId;
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parameter.MixBufferVolume.CopyTo(MixBufferVolume);
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if (!IsUsed && parameter.IsUsed)
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{
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MixBufferVolume.CopyTo(PreviousMixBufferVolume);
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NeedToUpdateInternalState = false;
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}
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IsUsed = parameter.IsUsed;
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}
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}
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/// <summary>
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/// Update the internal state of the instance.
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/// </summary>
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public void UpdateInternalState()
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{
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if (IsUsed && NeedToUpdateInternalState)
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{
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MixBufferVolume.CopyTo(PreviousMixBufferVolume);
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}
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NeedToUpdateInternalState = false;
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}
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/// <summary>
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/// Set the update internal state marker.
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/// </summary>
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public void MarkAsNeedToUpdateInternalState()
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{
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NeedToUpdateInternalState = true;
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}
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/// <summary>
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/// Return true if the <see cref="SplitterDestination"/> is used and has a destination.
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/// </summary>
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/// <returns>True if the <see cref="SplitterDestination"/> is used and has a destination.</returns>
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public bool IsConfigured()
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{
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return IsUsed && DestinationId != RendererConstants.UnusedMixId;
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}
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/// <summary>
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/// Get the volume for a given destination.
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/// </summary>
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/// <param name="destinationIndex">The destination index to use.</param>
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/// <returns>The volume for the given destination.</returns>
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public float GetMixVolume(int destinationIndex)
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{
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Debug.Assert(destinationIndex >= 0 && destinationIndex < RendererConstants.MixBufferCountMax);
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return MixBufferVolume[destinationIndex];
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}
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/// <summary>
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/// Clear the volumes.
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/// </summary>
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public void ClearVolumes()
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{
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MixBufferVolume.Fill(0);
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PreviousMixBufferVolume.Fill(0);
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}
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/// <summary>
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/// Link the next element to the given <see cref="SplitterDestination"/>.
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/// </summary>
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/// <param name="next">The given <see cref="SplitterDestination"/> to link.</param>
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public void Link(ref SplitterDestination next)
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{
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unsafe
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{
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fixed (SplitterDestination *nextPtr = &next)
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{
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_next = nextPtr;
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}
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}
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}
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/// <summary>
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/// Remove the link to the next element.
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/// </summary>
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public void Unlink()
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{
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unsafe
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{
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_next = null;
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}
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}
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}
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}
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