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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/NodeStates.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/NodeStates.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Common/NodeStates.cs246
1 files changed, 0 insertions, 246 deletions
diff --git a/Ryujinx.Audio.Renderer/Common/NodeStates.cs b/Ryujinx.Audio.Renderer/Common/NodeStates.cs
deleted file mode 100644
index 5efd7767..00000000
--- a/Ryujinx.Audio.Renderer/Common/NodeStates.cs
+++ /dev/null
@@ -1,246 +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 System;
-using System.Diagnostics;
-
-namespace Ryujinx.Audio.Renderer.Common
-{
- public class NodeStates
- {
- private class Stack
- {
- private Memory<int> _storage;
- private int _index;
-
- private int _nodeCount;
-
- public void Reset(Memory<int> storage, int nodeCount)
- {
- Debug.Assert(storage.Length * sizeof(int) >= CalcBufferSize(nodeCount));
-
- _storage = storage;
- _index = 0;
- _nodeCount = nodeCount;
- }
-
- public int GetCurrentCount()
- {
- return _index;
- }
-
- public void Push(int data)
- {
- Debug.Assert(_index + 1 <= _nodeCount);
-
- _storage.Span[_index++] = data;
- }
-
- public int Pop()
- {
- Debug.Assert(_index > 0);
-
- return _storage.Span[--_index];
- }
-
- public int Top()
- {
- return _storage.Span[_index - 1];
- }
-
- public static int CalcBufferSize(int nodeCount)
- {
- return nodeCount * sizeof(int);
- }
- }
-
- private int _nodeCount;
- private EdgeMatrix _discovered;
- private EdgeMatrix _finished;
- private Memory<int> _resultArray;
- private Stack _stack;
- private int _tsortResultIndex;
-
- private enum NodeState : byte
- {
- Unknown,
- Discovered,
- Finished
- }
-
- public NodeStates()
- {
- _stack = new Stack();
- _discovered = new EdgeMatrix();
- _finished = new EdgeMatrix();
- }
-
- public static int GetWorkBufferSize(int nodeCount)
- {
- return Stack.CalcBufferSize(nodeCount * nodeCount) + 0xC * nodeCount + 2 * EdgeMatrix.GetWorkBufferSize(nodeCount);
- }
-
- public void Initialize(Memory<byte> nodeStatesWorkBuffer, int nodeCount)
- {
- int workBufferSize = GetWorkBufferSize(nodeCount);
-
- Debug.Assert(nodeStatesWorkBuffer.Length >= workBufferSize);
-
- _nodeCount = nodeCount;
-
- int edgeMatrixWorkBufferSize = EdgeMatrix.GetWorkBufferSize(nodeCount);
-
- _discovered.Initialize(nodeStatesWorkBuffer.Slice(0, edgeMatrixWorkBufferSize), nodeCount);
- _finished.Initialize(nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize, edgeMatrixWorkBufferSize), nodeCount);
-
- nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(edgeMatrixWorkBufferSize * 2);
-
- _resultArray = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, sizeof(int) * nodeCount));
-
- nodeStatesWorkBuffer = nodeStatesWorkBuffer.Slice(sizeof(int) * nodeCount);
-
- Memory<int> stackWorkBuffer = SpanMemoryManager<int>.Cast(nodeStatesWorkBuffer.Slice(0, Stack.CalcBufferSize(nodeCount * nodeCount)));
-
- _stack.Reset(stackWorkBuffer, nodeCount * nodeCount);
- }
-
- private void Reset()
- {
- _discovered.Reset();
- _finished.Reset();
- _tsortResultIndex = 0;
- _resultArray.Span.Fill(-1);
- }
-
- private NodeState GetState(int index)
- {
- Debug.Assert(index < _nodeCount);
-
- if (_discovered.Test(index))
- {
- Debug.Assert(!_finished.Test(index));
-
- return NodeState.Discovered;
- }
- else if (_finished.Test(index))
- {
- Debug.Assert(!_discovered.Test(index));
-
- return NodeState.Finished;
- }
-
- return NodeState.Unknown;
- }
-
- private void SetState(int index, NodeState state)
- {
- switch (state)
- {
- case NodeState.Unknown:
- _discovered.Reset(index);
- _finished.Reset(index);
- break;
- case NodeState.Discovered:
- _discovered.Set(index);
- _finished.Reset(index);
- break;
- case NodeState.Finished:
- _finished.Set(index);
- _discovered.Reset(index);
- break;
- }
- }
-
- private void PushTsortResult(int index)
- {
- Debug.Assert(index < _nodeCount);
-
- _resultArray.Span[_tsortResultIndex++] = index;
- }
-
- public ReadOnlySpan<int> GetTsortResult()
- {
- return _resultArray.Span.Slice(0, _tsortResultIndex);
- }
-
- public bool Sort(EdgeMatrix edgeMatrix)
- {
- Reset();
-
- if (_nodeCount <= 0)
- {
- return true;
- }
-
- for (int i = 0; i < _nodeCount; i++)
- {
- if (GetState(i) == NodeState.Unknown)
- {
- _stack.Push(i);
- }
-
- while (_stack.GetCurrentCount() > 0)
- {
- int topIndex = _stack.Top();
-
- NodeState topState = GetState(topIndex);
-
- if (topState == NodeState.Discovered)
- {
- SetState(topIndex, NodeState.Finished);
- PushTsortResult(topIndex);
- _stack.Pop();
- }
- else if (topState == NodeState.Finished)
- {
- _stack.Pop();
- }
- else
- {
- if (topState == NodeState.Unknown)
- {
- SetState(topIndex, NodeState.Discovered);
- }
-
- for (int j = 0; j < edgeMatrix.GetNodeCount(); j++)
- {
- if (edgeMatrix.Connected(topIndex, j))
- {
- NodeState jState = GetState(j);
-
- if (jState == NodeState.Unknown)
- {
- _stack.Push(j);
- }
- // Found a loop, reset and propagate rejection.
- else if (jState == NodeState.Discovered)
- {
- Reset();
-
- return false;
- }
- }
- }
- }
- }
- }
-
- return true;
- }
- }
-}