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f556c80d02
* 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
277 lines
9 KiB
C#
277 lines
9 KiB
C#
//
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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.Server.Splitter;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Mix
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{
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/// <summary>
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/// Mix context.
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/// </summary>
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public class MixContext
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{
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/// <summary>
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/// The total mix count.
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/// </summary>
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private uint _mixesCount;
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/// <summary>
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/// Storage for <see cref="MixState"/>.
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/// </summary>
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private Memory<MixState> _mixes;
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/// <summary>
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/// Storage of the sorted indices to <see cref="MixState"/>.
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/// </summary>
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private Memory<int> _sortedMixes;
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/// <summary>
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/// Graph state.
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/// </summary>
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public NodeStates NodeStates { get; }
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/// <summary>
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/// The instance of the adjacent matrix.
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/// </summary>
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public EdgeMatrix EdgeMatrix { get; }
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/// <summary>
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/// Create a new instance of <see cref="MixContext"/>.
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/// </summary>
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public MixContext()
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{
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NodeStates = new NodeStates();
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EdgeMatrix = new EdgeMatrix();
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}
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/// <summary>
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/// Initialize the <see cref="MixContext"/>.
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/// </summary>
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/// <param name="sortedMixes">The storage for sorted indices.</param>
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/// <param name="mixes">The storage of <see cref="MixState"/>.</param>
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/// <param name="nodeStatesWorkBuffer">The storage used for the <see cref="NodeStates"/>.</param>
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/// <param name="edgeMatrixWorkBuffer">The storage used for the <see cref="EdgeMatrix"/>.</param>
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public void Initialize(Memory<int> sortedMixes, Memory<MixState> mixes, Memory<byte> nodeStatesWorkBuffer, Memory<byte> edgeMatrixWorkBuffer)
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{
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_mixesCount = (uint)mixes.Length;
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_mixes = mixes;
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_sortedMixes = sortedMixes;
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if (!nodeStatesWorkBuffer.IsEmpty && !edgeMatrixWorkBuffer.IsEmpty)
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{
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NodeStates.Initialize(nodeStatesWorkBuffer, mixes.Length);
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EdgeMatrix.Initialize(edgeMatrixWorkBuffer, mixes.Length);
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}
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int sortedId = 0;
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for (int i = 0; i < _mixes.Length; i++)
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{
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SetSortedState(sortedId++, i);
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}
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}
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/// <summary>
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/// Associate the given <paramref name="targetIndex"/> to a given <paramref cref="id"/>.
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/// </summary>
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/// <param name="id">The sorted id.</param>
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/// <param name="targetIndex">The index to associate.</param>
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private void SetSortedState(int id, int targetIndex)
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{
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_sortedMixes.Span[id] = targetIndex;
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}
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/// <summary>
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/// Get a reference to the final <see cref="MixState"/>.
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/// </summary>
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/// <returns>A reference to the final <see cref="MixState"/>.</returns>
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public ref MixState GetFinalState()
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{
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return ref GetState(Constants.FinalMixId);
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}
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/// <summary>
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/// Get a reference to a <see cref="MixState"/> 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="MixState"/> at the given <paramref name="id"/>.</returns>
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public ref MixState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_mixes, id, _mixesCount);
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}
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/// <summary>
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/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/> of the sorted mix info.
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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="MixState"/> at the given <paramref name="id"/>.</returns>
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public ref MixState GetSortedState(int id)
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{
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Debug.Assert(id >= 0 && id < _mixesCount);
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return ref GetState(_sortedMixes.Span[id]);
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}
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/// <summary>
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/// Get the total mix count.
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/// </summary>
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/// <returns>The total mix count.</returns>
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public uint GetCount()
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{
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return _mixesCount;
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}
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/// <summary>
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/// Update the internal distance from the final mix value of every <see cref="MixState"/>.
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/// </summary>
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private void UpdateDistancesFromFinalMix()
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{
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foreach (ref MixState mix in _mixes.Span)
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{
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mix.ClearDistanceFromFinalMix();
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}
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for (int i = 0; i < GetCount(); i++)
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{
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ref MixState mix = ref GetState(i);
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SetSortedState(i, i);
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if (mix.IsUsed)
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{
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uint distance;
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if (mix.MixId != Constants.FinalMixId)
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{
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int mixId = mix.MixId;
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for (distance = 0; distance < GetCount(); distance++)
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{
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if (mixId == Constants.UnusedMixId)
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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break;
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}
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ref MixState distanceMix = ref GetState(mixId);
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if (distanceMix.DistanceFromFinalMix != MixState.InvalidDistanceFromFinalMix)
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{
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distance = distanceMix.DistanceFromFinalMix + 1;
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break;
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}
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mixId = distanceMix.DestinationMixId;
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if (mixId == Constants.FinalMixId)
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{
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break;
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}
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}
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if (distance > GetCount())
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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}
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}
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else
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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}
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mix.DistanceFromFinalMix = distance;
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}
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}
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}
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/// <summary>
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/// Update the internal mix buffer offset of all <see cref="MixState"/>.
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/// </summary>
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private void UpdateMixBufferOffset()
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{
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uint offset = 0;
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foreach (ref MixState mix in _mixes.Span)
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{
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mix.BufferOffset = offset;
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offset += mix.BufferCount;
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}
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}
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/// <summary>
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/// Sort the mixes using distance from the final mix.
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/// </summary>
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public void Sort()
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{
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UpdateDistancesFromFinalMix();
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int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray();
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Array.Sort(sortedMixesTemp, (a, b) =>
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{
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ref MixState stateA = ref GetState(a);
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ref MixState stateB = ref GetState(b);
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return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix);
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});
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sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span);
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UpdateMixBufferOffset();
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}
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/// <summary>
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/// Sort the mixes and splitters using an adjacency matrix.
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/// </summary>
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/// <param name="splitterContext">The <see cref="SplitterContext"/> used.</param>
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/// <returns>Return true, if no errors in the graph were detected.</returns>
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public bool Sort(SplitterContext splitterContext)
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{
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if (splitterContext.UsingSplitter())
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{
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bool isValid = NodeStates.Sort(EdgeMatrix);
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if (isValid)
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{
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ReadOnlySpan<int> sortedMixesIndex = NodeStates.GetTsortResult();
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int id = 0;
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for (int i = sortedMixesIndex.Length - 1; i >= 0; i--)
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{
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SetSortedState(id++, sortedMixesIndex[i]);
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}
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UpdateMixBufferOffset();
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}
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return isValid;
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}
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else
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{
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UpdateMixBufferOffset();
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return true;
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}
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}
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}
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}
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