diff options
| author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
|---|---|---|
| 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, 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 +++ /dev/null @@ -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; - } - } -} |
