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ryujinx-final/Ryujinx.Audio/Native/libsoundio/SoundIODevice.cs

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Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace SoundIOSharp
{
public class SoundIODevice
{
public static SoundIOChannelLayout BestMatchingChannelLayout (SoundIODevice device1, SoundIODevice device2)
{
var ptr1 = Marshal.ReadIntPtr (device1.handle, layouts_offset);
var ptr2 = Marshal.ReadIntPtr (device2.handle, layouts_offset);
return new SoundIOChannelLayout (Natives.soundio_best_matching_channel_layout (ptr1, device1.LayoutCount, ptr2, device2.LayoutCount));
}
internal SoundIODevice (Pointer<SoundIoDevice> handle)
{
this.handle = handle;
}
readonly Pointer<SoundIoDevice> handle;
// Equality (based on handle and native func)
public override bool Equals (object other)
{
var d = other as SoundIODevice;
return d != null && (this.handle == d.handle || Natives.soundio_device_equal (this.handle, d.handle));
}
public override int GetHashCode ()
{
return (int) (IntPtr) handle;
}
public static bool operator == (SoundIODevice obj1, SoundIODevice obj2)
{
return (object)obj1 == null ? (object)obj2 == null : obj1.Equals (obj2);
}
public static bool operator != (SoundIODevice obj1, SoundIODevice obj2)
{
return (object)obj1 == null ? (object) obj2 != null : !obj1.Equals (obj2);
}
// fields
public SoundIODeviceAim Aim {
get { return (SoundIODeviceAim) Marshal.ReadInt32 (handle, aim_offset); }
}
static readonly int aim_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("aim");
public SoundIOFormat CurrentFormat {
get { return (SoundIOFormat) Marshal.ReadInt32 (handle, current_format_offset); }
}
static readonly int current_format_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("current_format");
public SoundIOChannelLayout CurrentLayout {
get { return new SoundIOChannelLayout ((IntPtr) handle + current_layout_offset);
}
}
static readonly int current_layout_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("current_layout");
public int FormatCount {
get { return Marshal.ReadInt32 (handle, format_count_offset); }
}
static readonly int format_count_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("format_count");
public IEnumerable<SoundIOFormat> Formats {
get {
var ptr = Marshal.ReadIntPtr (handle, formats_offset);
for (int i = 0; i < FormatCount; i++)
yield return (SoundIOFormat) Marshal.ReadInt32 (ptr, i);
}
}
static readonly int formats_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("formats");
public string Id {
get { return Marshal.PtrToStringAnsi (Marshal.ReadIntPtr (handle, id_offset)); }
}
static readonly int id_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("id");
public bool IsRaw {
get { return Marshal.ReadInt32 (handle, is_raw_offset) != 0; }
}
static readonly int is_raw_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("is_raw");
public int LayoutCount {
get { return Marshal.ReadInt32 (handle, layout_count_offset); }
}
static readonly int layout_count_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("layout_count");
public IEnumerable<SoundIOChannelLayout> Layouts {
get {
var ptr = Marshal.ReadIntPtr (handle, layouts_offset);
for (int i = 0; i < LayoutCount; i++)
yield return new SoundIOChannelLayout (ptr + i * Marshal.SizeOf<SoundIoChannelLayout> ());
}
}
static readonly int layouts_offset = (int) Marshal.OffsetOf<SoundIoDevice> ("layouts");
public string Name {
get { return Marshal.PtrToStringAnsi (Marshal.ReadIntPtr (handle, name_offset)); }
}
static readonly int name_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("name");
public int ProbeError {
get { return Marshal.ReadInt32 (handle, probe_error_offset); }
}
static readonly int probe_error_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("probe_error");
public int ReferenceCount {
get { return Marshal.ReadInt32 (handle, ref_count_offset); }
}
static readonly int ref_count_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("ref_count");
public int SampleRateCount {
get { return Marshal.ReadInt32 (handle, sample_rate_count_offset); }
}
static readonly int sample_rate_count_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("sample_rate_count");
public IEnumerable<SoundIOSampleRateRange> SampleRates {
get {
var ptr = Marshal.ReadIntPtr (handle, sample_rates_offset);
for (int i = 0; i < SampleRateCount; i++)
yield return new SoundIOSampleRateRange (
Marshal.ReadInt32 (ptr, i * 2),
Marshal.ReadInt32 (ptr, i * 2 + 1));
}
}
static readonly int sample_rates_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("sample_rates");
public double SoftwareLatencyCurrent {
get { return MarshalEx.ReadDouble (handle, software_latency_current_offset); }
set { MarshalEx.WriteDouble (handle, software_latency_current_offset, value); }
}
static readonly int software_latency_current_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("software_latency_current");
public double SoftwareLatencyMin {
get { return MarshalEx.ReadDouble (handle, software_latency_min_offset); }
set { MarshalEx.WriteDouble (handle, software_latency_min_offset, value); }
}
static readonly int software_latency_min_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("software_latency_min");
public double SoftwareLatencyMax {
get { return MarshalEx.ReadDouble (handle, software_latency_max_offset); }
set { MarshalEx.WriteDouble (handle, software_latency_max_offset, value); }
}
static readonly int software_latency_max_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("software_latency_max");
public SoundIO SoundIO {
get { return new SoundIO (Marshal.ReadIntPtr (handle, soundio_offset)); }
}
static readonly int soundio_offset = (int)Marshal.OffsetOf<SoundIoDevice> ("soundio");
// functions
public void AddReference ()
{
Natives.soundio_device_ref (handle);
}
public void RemoveReference ()
{
Natives.soundio_device_unref (handle);
}
public void SortDeviceChannelLayouts ()
{
Natives.soundio_device_sort_channel_layouts (handle);
}
public static readonly SoundIOFormat S16NE = BitConverter.IsLittleEndian ? SoundIOFormat.S16LE : SoundIOFormat.S16BE;
public static readonly SoundIOFormat U16NE = BitConverter.IsLittleEndian ? SoundIOFormat.U16LE : SoundIOFormat.U16BE;
public static readonly SoundIOFormat S24NE = BitConverter.IsLittleEndian ? SoundIOFormat.S24LE : SoundIOFormat.S24BE;
public static readonly SoundIOFormat U24NE = BitConverter.IsLittleEndian ? SoundIOFormat.U24LE : SoundIOFormat.U24BE;
public static readonly SoundIOFormat S32NE = BitConverter.IsLittleEndian ? SoundIOFormat.S32LE : SoundIOFormat.S32BE;
public static readonly SoundIOFormat U32NE = BitConverter.IsLittleEndian ? SoundIOFormat.U32LE : SoundIOFormat.U32BE;
public static readonly SoundIOFormat Float32NE = BitConverter.IsLittleEndian ? SoundIOFormat.Float32LE : SoundIOFormat.Float32BE;
public static readonly SoundIOFormat Float64NE = BitConverter.IsLittleEndian ? SoundIOFormat.Float64LE : SoundIOFormat.Float64BE;
public static readonly SoundIOFormat S16FE = !BitConverter.IsLittleEndian ? SoundIOFormat.S16LE : SoundIOFormat.S16BE;
public static readonly SoundIOFormat U16FE = !BitConverter.IsLittleEndian ? SoundIOFormat.U16LE : SoundIOFormat.U16BE;
public static readonly SoundIOFormat S24FE = !BitConverter.IsLittleEndian ? SoundIOFormat.S24LE : SoundIOFormat.S24BE;
public static readonly SoundIOFormat U24FE = !BitConverter.IsLittleEndian ? SoundIOFormat.U24LE : SoundIOFormat.U24BE;
public static readonly SoundIOFormat S32FE = !BitConverter.IsLittleEndian ? SoundIOFormat.S32LE : SoundIOFormat.S32BE;
public static readonly SoundIOFormat U32FE = !BitConverter.IsLittleEndian ? SoundIOFormat.U32LE : SoundIOFormat.U32BE;
public static readonly SoundIOFormat Float32FE = !BitConverter.IsLittleEndian ? SoundIOFormat.Float32LE : SoundIOFormat.Float32BE;
public static readonly SoundIOFormat Float64FE = !BitConverter.IsLittleEndian ? SoundIOFormat.Float64LE : SoundIOFormat.Float64BE;
public bool SupportsFormat (SoundIOFormat format)
{
return Natives.soundio_device_supports_format (handle, (SoundIoFormat) format);
}
public bool SupportsSampleRate (int sampleRate)
{
return Natives.soundio_device_supports_sample_rate (handle, sampleRate);
}
public bool SupportsChannelCount(int channelCount)
{
return Natives.soundio_device_supports_layout(handle, SoundIOChannelLayout.GetDefault(channelCount).Handle);
}
Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
public int GetNearestSampleRate (int sampleRate)
{
return Natives.soundio_device_nearest_sample_rate (handle, sampleRate);
}
public SoundIOInStream CreateInStream ()
{
return new SoundIOInStream (Natives.soundio_instream_create (handle));
}
public SoundIOOutStream CreateOutStream ()
{
return new SoundIOOutStream (Natives.soundio_outstream_create (handle));
}
}
}