 f556c80d02
			
		
	
	
		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
		
			
				
	
	
		
			167 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			167 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| //
 | |
| // Copyright (c) 2019-2021 Ryujinx
 | |
| //
 | |
| // This program is free software: you can redistribute it and/or modify
 | |
| // it under the terms of the GNU Lesser General Public License as published by
 | |
| // the Free Software Foundation, either version 3 of the License, or
 | |
| // (at your option) any later version.
 | |
| //
 | |
| // This program is distributed in the hope that it will be useful,
 | |
| // but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | |
| // GNU Lesser General Public License for more details.
 | |
| //
 | |
| // You should have received a copy of the GNU Lesser General Public License
 | |
| // along with this program.  If not, see <https://www.gnu.org/licenses/>.
 | |
| //
 | |
| 
 | |
| using Ryujinx.Audio.Renderer.Utils;
 | |
| using Ryujinx.Common;
 | |
| using System;
 | |
| using System.Diagnostics;
 | |
| using System.Runtime.CompilerServices;
 | |
| 
 | |
| namespace Ryujinx.Audio.Renderer.Common
 | |
| {
 | |
|     /// <summary>
 | |
|     /// Represents a adjacent matrix.
 | |
|     /// </summary>
 | |
|     /// <remarks>This is used for splitter routing.</remarks>
 | |
|     public class EdgeMatrix
 | |
|     {
 | |
|         /// <summary>
 | |
|         /// Backing <see cref="BitArray"/> used for node connections.
 | |
|         /// </summary>
 | |
|         private BitArray _storage;
 | |
| 
 | |
|         /// <summary>
 | |
|         /// The count of nodes of the current instance.
 | |
|         /// </summary>
 | |
|         private int _nodeCount;
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Get the required work buffer size memory needed for the <see cref="EdgeMatrix"/>.
 | |
|         /// </summary>
 | |
|         /// <param name="nodeCount">The count of nodes.</param>
 | |
|         /// <returns>The size required for the given <paramref name="nodeCount"/>.</returns>
 | |
|         public static int GetWorkBufferSize(int nodeCount)
 | |
|         {
 | |
|             int size = BitUtils.AlignUp(nodeCount * nodeCount, Constants.BufferAlignment);
 | |
| 
 | |
|             return size / Unsafe.SizeOf<byte>();
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Initializes the <see cref="EdgeMatrix"/> instance with backing memory.
 | |
|         /// </summary>
 | |
|         /// <param name="edgeMatrixWorkBuffer">The backing memory.</param>
 | |
|         /// <param name="nodeCount">The count of nodes.</param>
 | |
|         public void Initialize(Memory<byte> edgeMatrixWorkBuffer, int nodeCount)
 | |
|         {
 | |
|             Debug.Assert(edgeMatrixWorkBuffer.Length >= GetWorkBufferSize(nodeCount));
 | |
| 
 | |
|             _storage = new BitArray(edgeMatrixWorkBuffer);
 | |
| 
 | |
|             _nodeCount = nodeCount;
 | |
| 
 | |
|             _storage.Reset();
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Test if the bit at the given index is set.
 | |
|         /// </summary>
 | |
|         /// <param name="index">A bit index.</param>
 | |
|         /// <returns>Returns true if the bit at the given index is set</returns>
 | |
|         public bool Test(int index)
 | |
|         {
 | |
|             return _storage.Test(index);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Reset all bits in the storage.
 | |
|         /// </summary>
 | |
|         public void Reset()
 | |
|         {
 | |
|             _storage.Reset();
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Reset the bit at the given index.
 | |
|         /// </summary>
 | |
|         /// <param name="index">A bit index.</param>
 | |
|         public void Reset(int index)
 | |
|         {
 | |
|             _storage.Reset(index);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Set the bit at the given index.
 | |
|         /// </summary>
 | |
|         /// <param name="index">A bit index.</param>
 | |
|         public void Set(int index)
 | |
|         {
 | |
|             _storage.Set(index);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Connect a given source to a given destination.
 | |
|         /// </summary>
 | |
|         /// <param name="source">The source index.</param>
 | |
|         /// <param name="destination">The destination index.</param>
 | |
|         public void Connect(int source, int destination)
 | |
|         {
 | |
|             Debug.Assert(source < _nodeCount);
 | |
|             Debug.Assert(destination < _nodeCount);
 | |
| 
 | |
|             _storage.Set(_nodeCount * source + destination);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Check if the given source is connected to the given destination.
 | |
|         /// </summary>
 | |
|         /// <param name="source">The source index.</param>
 | |
|         /// <param name="destination">The destination index.</param>
 | |
|         /// <returns>Returns true if the given source is connected to the given destination.</returns>
 | |
|         public bool Connected(int source, int destination)
 | |
|         {
 | |
|             Debug.Assert(source < _nodeCount);
 | |
|             Debug.Assert(destination < _nodeCount);
 | |
| 
 | |
|             return _storage.Test(_nodeCount * source + destination);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Disconnect a given source from a given destination.
 | |
|         /// </summary>
 | |
|         /// <param name="source">The source index.</param>
 | |
|         /// <param name="destination">The destination index.</param>
 | |
|         public void Disconnect(int source, int destination)
 | |
|         {
 | |
|             Debug.Assert(source < _nodeCount);
 | |
|             Debug.Assert(destination < _nodeCount);
 | |
| 
 | |
|             _storage.Reset(_nodeCount * source + destination);
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Remove all edges from a given source.
 | |
|         /// </summary>
 | |
|         /// <param name="source">The source index.</param>
 | |
|         public void RemoveEdges(int source)
 | |
|         {
 | |
|             for (int i = 0; i < _nodeCount; i++)
 | |
|             {
 | |
|                 Disconnect(source, i);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         /// <summary>
 | |
|         /// Get the total node count.
 | |
|         /// </summary>
 | |
|         /// <returns>The total node count.</returns>
 | |
|         public int GetNodeCount()
 | |
|         {
 | |
|             return _nodeCount;
 | |
|         }
 | |
|     }
 | |
| }
 |