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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/DeviceSinkCommand.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/DeviceSinkCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/DeviceSinkCommand.cs108
1 files changed, 0 insertions, 108 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/DeviceSinkCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/DeviceSinkCommand.cs
deleted file mode 100644
index 621e0269..00000000
--- a/Ryujinx.Audio.Renderer/Dsp/Command/DeviceSinkCommand.cs
+++ /dev/null
@@ -1,108 +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.Integration;
-using Ryujinx.Audio.Renderer.Server.Sink;
-using System;
-using System.Runtime.CompilerServices;
-using System.Text;
-
-namespace Ryujinx.Audio.Renderer.Dsp.Command
-{
- public class DeviceSinkCommand : ICommand
- {
- public bool Enabled { get; set; }
-
- public int NodeId { get; }
-
- public CommandType CommandType => CommandType.DeviceSink;
-
- public ulong EstimatedProcessingTime { get; set; }
-
- public string DeviceName { get; }
-
- public int SessionId { get; }
-
- public uint InputCount { get; }
- public ushort[] InputBufferIndices { get; }
-
- public Memory<float> Buffers { get; }
-
- public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
- {
- Enabled = true;
- NodeId = nodeId;
-
- DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
- SessionId = sessionId;
- InputCount = sink.Parameter.InputCount;
- InputBufferIndices = new ushort[InputCount];
-
- for (int i = 0; i < InputCount; i++)
- {
- InputBufferIndices[i] = (ushort)(bufferOffset + sink.Parameter.Input[i]);
- }
-
- if (sink.UpsamplerState != null)
- {
- Buffers = sink.UpsamplerState.OutputBuffer;
- }
- else
- {
- Buffers = buffers;
- }
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private Span<float> GetBuffer(int index, int sampleCount)
- {
- return Buffers.Span.Slice(index * sampleCount, sampleCount);
- }
-
- public void Process(CommandList context)
- {
- HardwareDevice device = context.OutputDevice;
-
- if (device.GetSampleRate() == RendererConstants.TargetSampleRate)
- {
- int channelCount = (int)device.GetChannelCount();
- uint bufferCount = Math.Min(device.GetChannelCount(), InputCount);
-
- const int sampleCount = RendererConstants.TargetSampleCount;
-
- short[] outputBuffer = new short[bufferCount * sampleCount];
-
- for (int i = 0; i < bufferCount; i++)
- {
- ReadOnlySpan<float> inputBuffer = GetBuffer(InputBufferIndices[i], sampleCount);
-
- for (int j = 0; j < sampleCount; j++)
- {
- outputBuffer[i + j * channelCount] = PcmHelper.Saturate(inputBuffer[j]);
- }
- }
-
- device.AppendBuffer(outputBuffer, InputCount);
- }
- else
- {
- // TODO: support resampling for device only supporting something different
- throw new NotImplementedException();
- }
- }
- }
-}