 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
		
			
				
	
	
		
			276 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			276 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             return ref GetState(_sortedMixes.Span[id]);
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|         }
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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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| 
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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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| 
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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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| 
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|                 SetSortedState(i, i);
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| 
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|                 if (mix.IsUsed)
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|                 {
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|                     uint distance;
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| 
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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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| 
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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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| 
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|                             ref MixState distanceMix = ref GetState(mixId);
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| 
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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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| 
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|                             mixId = distanceMix.DestinationMixId;
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| 
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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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| 
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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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| 
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|                     mix.DistanceFromFinalMix = distance;
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|                 }
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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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| 
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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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| 
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|                 offset += mix.BufferCount;
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|             }
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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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| 
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|             int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray();
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| 
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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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| 
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|                 return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix);
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|             });
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| 
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|             sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span);
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| 
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|             UpdateMixBufferOffset();
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|         }
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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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| 
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|                 if (isValid)
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|                 {
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|                     ReadOnlySpan<int> sortedMixesIndex = NodeStates.GetTsortResult();
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| 
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|                     int id = 0;
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| 
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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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| 
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|                     UpdateMixBufferOffset();
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|                 }
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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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| 
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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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