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https://github.com/GreemDev/Ryujinx.git
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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
167 lines
5.4 KiB
C#
167 lines
5.4 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.Utils;
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using Ryujinx.Common;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Common
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{
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/// <summary>
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/// Represents a adjacent matrix.
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/// </summary>
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/// <remarks>This is used for splitter routing.</remarks>
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public class EdgeMatrix
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{
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/// <summary>
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/// Backing <see cref="BitArray"/> used for node connections.
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/// </summary>
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private BitArray _storage;
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/// <summary>
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/// The count of nodes of the current instance.
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/// </summary>
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private int _nodeCount;
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/// <summary>
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/// Get the required work buffer size memory needed for the <see cref="EdgeMatrix"/>.
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/// </summary>
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/// <param name="nodeCount">The count of nodes.</param>
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/// <returns>The size required for the given <paramref name="nodeCount"/>.</returns>
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public static int GetWorkBufferSize(int nodeCount)
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{
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int size = BitUtils.AlignUp(nodeCount * nodeCount, Constants.BufferAlignment);
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return size / Unsafe.SizeOf<byte>();
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}
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/// <summary>
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/// Initializes the <see cref="EdgeMatrix"/> instance with backing memory.
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/// </summary>
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/// <param name="edgeMatrixWorkBuffer">The backing memory.</param>
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/// <param name="nodeCount">The count of nodes.</param>
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public void Initialize(Memory<byte> edgeMatrixWorkBuffer, int nodeCount)
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{
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Debug.Assert(edgeMatrixWorkBuffer.Length >= GetWorkBufferSize(nodeCount));
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_storage = new BitArray(edgeMatrixWorkBuffer);
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_nodeCount = nodeCount;
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_storage.Reset();
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}
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/// <summary>
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/// Test if the bit at the given index is set.
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/// </summary>
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/// <param name="index">A bit index.</param>
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/// <returns>Returns true if the bit at the given index is set</returns>
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public bool Test(int index)
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{
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return _storage.Test(index);
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}
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/// <summary>
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/// Reset all bits in the storage.
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/// </summary>
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public void Reset()
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{
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_storage.Reset();
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}
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/// <summary>
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/// Reset the bit at the given index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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public void Reset(int index)
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{
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_storage.Reset(index);
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}
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/// <summary>
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/// Set the bit at the given index.
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/// </summary>
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/// <param name="index">A bit index.</param>
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public void Set(int index)
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{
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_storage.Set(index);
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}
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/// <summary>
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/// Connect a given source to a given destination.
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/// </summary>
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/// <param name="source">The source index.</param>
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/// <param name="destination">The destination index.</param>
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public void Connect(int source, int destination)
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{
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Debug.Assert(source < _nodeCount);
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Debug.Assert(destination < _nodeCount);
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_storage.Set(_nodeCount * source + destination);
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}
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/// <summary>
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/// Check if the given source is connected to the given destination.
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/// </summary>
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/// <param name="source">The source index.</param>
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/// <param name="destination">The destination index.</param>
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/// <returns>Returns true if the given source is connected to the given destination.</returns>
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public bool Connected(int source, int destination)
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{
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Debug.Assert(source < _nodeCount);
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Debug.Assert(destination < _nodeCount);
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return _storage.Test(_nodeCount * source + destination);
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}
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/// <summary>
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/// Disconnect a given source from a given destination.
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/// </summary>
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/// <param name="source">The source index.</param>
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/// <param name="destination">The destination index.</param>
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public void Disconnect(int source, int destination)
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{
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Debug.Assert(source < _nodeCount);
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Debug.Assert(destination < _nodeCount);
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_storage.Reset(_nodeCount * source + destination);
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}
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/// <summary>
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/// Remove all edges from a given source.
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/// </summary>
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/// <param name="source">The source index.</param>
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public void RemoveEdges(int source)
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{
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for (int i = 0; i < _nodeCount; i++)
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{
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Disconnect(source, i);
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}
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}
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/// <summary>
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/// Get the total node count.
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/// </summary>
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/// <returns>The total node count.</returns>
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public int GetNodeCount()
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{
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return _nodeCount;
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}
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}
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}
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