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 System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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/// <summary>
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/// Upsampler manager.
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/// </summary>
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public class UpsamplerManager
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{
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/// <summary>
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/// Work buffer for upsampler.
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/// </summary>
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private Memory<float> _upSamplerWorkBuffer;
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/// <summary>
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/// Global lock of the object.
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/// </summary>
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private object Lock = new object();
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/// <summary>
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/// The upsamplers instances.
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/// </summary>
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private UpsamplerState[] _upsamplers;
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/// <summary>
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/// The count of upsamplers.
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/// </summary>
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private uint _count;
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/// <summary>
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/// Create a new <see cref="UpsamplerManager"/>.
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/// </summary>
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/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
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/// <param name="count">The count of upsamplers.</param>
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public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
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{
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_upSamplerWorkBuffer = upSamplerWorkBuffer;
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_count = count;
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_upsamplers = new UpsamplerState[_count];
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}
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/// <summary>
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/// Allocate a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
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public UpsamplerState Allocate()
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{
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int workBufferOffset = 0;
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lock (Lock)
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{
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for (int i = 0; i < _count; i++)
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{
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if (_upsamplers[i] == null)
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{
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_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, RendererConstants.UpSampleEntrySize), RendererConstants.TargetSampleCount);
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return _upsamplers[i];
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}
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workBufferOffset += RendererConstants.UpSampleEntrySize;
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}
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}
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return null;
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}
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/// <summary>
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/// Free a <see cref="UpsamplerState"/> at the given index.
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/// </summary>
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/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
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public void Free(int index)
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{
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lock (Lock)
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{
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Debug.Assert(_upsamplers[index] != null);
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_upsamplers[index] = null;
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}
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}
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}
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}
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