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author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs | |
parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff) |
Haydn: Part 1 (#2007)
* 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
Diffstat (limited to 'Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs')
-rw-r--r-- | Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs b/Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs new file mode 100644 index 00000000..7423eda4 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Common/EdgeMatrix.cs @@ -0,0 +1,167 @@ +// +// 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; + } + } +} |