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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/Dsp/Command/CircularBufferSinkCommand.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/Dsp/Command/CircularBufferSinkCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/CircularBufferSinkCommand.cs91
1 files changed, 0 insertions, 91 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/CircularBufferSinkCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/CircularBufferSinkCommand.cs
deleted file mode 100644
index 509aff27..00000000
--- a/Ryujinx.Audio.Renderer/Dsp/Command/CircularBufferSinkCommand.cs
+++ /dev/null
@@ -1,91 +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.Parameter.Sink;
-using Ryujinx.Audio.Renderer.Server.MemoryPool;
-using System;
-using System.Diagnostics;
-
-namespace Ryujinx.Audio.Renderer.Dsp.Command
-{
- public class CircularBufferSinkCommand : ICommand
- {
- public bool Enabled { get; set; }
-
- public int NodeId { get; }
-
- public CommandType CommandType => CommandType.CircularBufferSink;
-
- public ulong EstimatedProcessingTime { get; set; }
-
- public ushort[] Input { get; }
- public uint InputCount { get; }
-
- public ulong CircularBuffer { get; }
- public ulong CircularBufferSize { get; }
- public ulong CurrentOffset { get; }
-
- public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
- {
- Enabled = true;
- NodeId = nodeId;
-
- Input = new ushort[RendererConstants.ChannelCountMax];
- InputCount = parameter.InputCount;
-
- for (int i = 0; i < InputCount; i++)
- {
- Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
- }
-
- CircularBuffer = circularBufferAddressInfo.GetReference(true);
- CircularBufferSize = parameter.BufferSize;
- CurrentOffset = currentOffset;
-
- Debug.Assert(CircularBuffer != 0);
- }
-
- public void Process(CommandList context)
- {
- const int targetChannelCount = 2;
-
- ulong currentOffset = CurrentOffset;
-
- if (CircularBufferSize > 0)
- {
- for (int i = 0; i < InputCount; i++)
- {
- ReadOnlySpan<float> inputBuffer = context.GetBuffer(Input[i]);
-
- ulong targetOffset = CircularBuffer + currentOffset;
-
- for (int y = 0; y < context.SampleCount; y++)
- {
- context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
- }
-
- currentOffset += context.SampleCount * targetChannelCount;
-
- if (currentOffset >= CircularBufferSize)
- {
- currentOffset = 0;
- }
- }
- }
- }
- }
-}