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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/Server/Effect/BaseEffect.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/Server/Effect/BaseEffect.cs')
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diff --git a/Ryujinx.Audio.Renderer/Server/Effect/BaseEffect.cs b/Ryujinx.Audio.Renderer/Server/Effect/BaseEffect.cs
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--- a/Ryujinx.Audio.Renderer/Server/Effect/BaseEffect.cs
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@@ -1,257 +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.Common;
-using Ryujinx.Audio.Renderer.Parameter;
-using Ryujinx.Audio.Renderer.Server.MemoryPool;
-using Ryujinx.Audio.Renderer.Utils;
-using System;
-using System.Diagnostics;
-using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
-
-using DspAddress = System.UInt64;
-
-namespace Ryujinx.Audio.Renderer.Server.Effect
-{
- /// <summary>
- /// Base class used as a server state for an effect.
- /// </summary>
- public class BaseEffect
- {
- /// <summary>
- /// The <see cref="EffectType"/> of the effect.
- /// </summary>
- public EffectType Type;
-
- /// <summary>
- /// Set to true if the effect must be active.
- /// </summary>
- public bool IsEnabled;
-
- /// <summary>
- /// Set to true if the internal effect work buffers used wasn't mapped.
- /// </summary>
- public bool BufferUnmapped;
-
- /// <summary>
- /// The current state of the effect.
- /// </summary>
- public UsageState UsageState;
-
- /// <summary>
- /// The target mix id of the effect.
- /// </summary>
- public int MixId;
-
- /// <summary>
- /// Position of the effect while processing effects.
- /// </summary>
- public uint ProcessingOrder;
-
- /// <summary>
- /// Array of all the work buffer used by the effect.
- /// </summary>
- protected AddressInfo[] WorkBuffers;
-
- /// <summary>
- /// Create a new <see cref="BaseEffect"/>.
- /// </summary>
- public BaseEffect()
- {
- Type = TargetEffectType;
- UsageState = UsageState.Invalid;
-
- IsEnabled = false;
- BufferUnmapped = false;
- MixId = RendererConstants.UnusedMixId;
- ProcessingOrder = uint.MaxValue;
-
- WorkBuffers = new AddressInfo[2];
-
- foreach (ref AddressInfo info in WorkBuffers.AsSpan())
- {
- info = AddressInfo.Create();
- }
- }
-
- /// <summary>
- /// The target <see cref="EffectType"/> handled by this <see cref="BaseEffect"/>.
- /// </summary>
- public virtual EffectType TargetEffectType => EffectType.Invalid;
-
- /// <summary>
- /// Check if the <see cref="EffectType"/> sent by the user match the internal <see cref="EffectType"/>.
- /// </summary>
- /// <param name="parameter">The user parameter.</param>
- /// <returns>Returns true if the <see cref="EffectType"/> sent by the user matches the internal <see cref="EffectType"/>.</returns>
- public bool IsTypeValid(ref EffectInParameter parameter)
- {
- return parameter.Type == TargetEffectType;
- }
-
- /// <summary>
- /// Update the usage state during command generation.
- /// </summary>
- protected void UpdateUsageStateForCommandGeneration()
- {
- UsageState = IsEnabled ? UsageState.Enabled : UsageState.Disabled;
- }
-
- /// <summary>
- /// Update the internal common parameters from a user parameter.
- /// </summary>
- /// <param name="parameter">The user parameter.</param>
- protected void UpdateParameterBase(ref EffectInParameter parameter)
- {
- MixId = parameter.MixId;
- ProcessingOrder = parameter.ProcessingOrder;
- }
-
- /// <summary>
- /// Force unmap all the work buffers.
- /// </summary>
- /// <param name="mapper">The mapper to use.</param>
- public void ForceUnmapBuffers(PoolMapper mapper)
- {
- foreach (ref AddressInfo info in WorkBuffers.AsSpan())
- {
- if (info.GetReference(false) != 0)
- {
- mapper.ForceUnmap(ref info);
- }
- }
- }
-
- /// <summary>
- /// Check if the effect needs to be skipped.
- /// </summary>
- /// <returns>Returns true if the effect needs to be skipped.</returns>
- public bool ShouldSkip()
- {
- return BufferUnmapped;
- }
-
- /// <summary>
- /// Update the <see cref="BaseEffect"/> state during command generation.
- /// </summary>
- public virtual void UpdateForCommandGeneration()
- {
- Debug.Assert(Type == TargetEffectType);
- }
-
- /// <summary>
- /// Update the internal state from a user parameter.
- /// </summary>
- /// <param name="updateErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
- /// <param name="parameter">The user parameter.</param>
- /// <param name="mapper">The mapper to use.</param>
- public virtual void Update(out ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
- {
- Debug.Assert(IsTypeValid(ref parameter));
-
- updateErrorInfo = new ErrorInfo();
- }
-
- /// <summary>
- /// Get the work buffer DSP address at the given index.
- /// </summary>
- /// <param name="index">The index of the work buffer</param>
- /// <returns>The work buffer DSP address at the given index.</returns>
- public virtual DspAddress GetWorkBuffer(int index)
- {
- throw new InvalidOperationException();
- }
-
- /// <summary>
- /// Get the first work buffer DSP address.
- /// </summary>
- /// <returns>The first work buffer DSP address.</returns>
- protected DspAddress GetSingleBuffer()
- {
- if (IsEnabled)
- {
- return WorkBuffers[0].GetReference(true);
- }
-
- if (UsageState != UsageState.Disabled)
- {
- DspAddress address = WorkBuffers[0].GetReference(false);
- ulong size = WorkBuffers[0].Size;
-
- if (address != 0 && size != 0)
- {
- AudioProcessorMemoryManager.InvalidateDataCache(address, size);
- }
- }
-
- return 0;
- }
-
- /// <summary>
- /// Store the output status to the given user output.
- /// </summary>
- /// <param name="outStatus">The given user output.</param>
- /// <param name="isAudioRendererActive">If set to true, the <see cref="AudioRenderSystem"/> is active.</param>
- public void StoreStatus(ref EffectOutStatus outStatus, bool isAudioRendererActive)
- {
- if (isAudioRendererActive)
- {
- if (UsageState == UsageState.Disabled)
- {
- outStatus.State = EffectOutStatus.EffectState.Disabled;
- }
- else
- {
- outStatus.State = EffectOutStatus.EffectState.Enabled;
- }
- }
- else if (UsageState == UsageState.New)
- {
- outStatus.State = EffectOutStatus.EffectState.Enabled;
- }
- else
- {
- outStatus.State = EffectOutStatus.EffectState.Disabled;
- }
- }
-
- /// <summary>
- /// Get the <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.
- /// </summary>
- /// <returns>The <see cref="PerformanceDetailType"/> associated to the <see cref="Type"/> of this effect.</returns>
- public PerformanceDetailType GetPerformanceDetailType()
- {
- switch (Type)
- {
- case EffectType.BiquadFilter:
- return PerformanceDetailType.BiquadFilter;
- case EffectType.AuxiliaryBuffer:
- return PerformanceDetailType.Aux;
- case EffectType.Delay:
- return PerformanceDetailType.Delay;
- case EffectType.Reverb:
- return PerformanceDetailType.Reverb;
- case EffectType.Reverb3d:
- return PerformanceDetailType.Reverb3d;
- case EffectType.BufferMix:
- return PerformanceDetailType.Mix;
- default:
- throw new NotImplementedException($"{Type}");
- }
- }
- }
-}