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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Common/EdgeMatrix.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (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.cs167
1 files changed, 0 insertions, 167 deletions
diff --git a/Ryujinx.Audio.Renderer/Common/EdgeMatrix.cs b/Ryujinx.Audio.Renderer/Common/EdgeMatrix.cs
deleted file mode 100644
index 33b61780..00000000
--- a/Ryujinx.Audio.Renderer/Common/EdgeMatrix.cs
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@@ -1,167 +0,0 @@
-//
-// 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, RendererConstants.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;
- }
- }
-}