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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/WorkBufferAllocator.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
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diff --git a/Ryujinx.Audio/Renderer/Common/WorkBufferAllocator.cs b/Ryujinx.Audio/Renderer/Common/WorkBufferAllocator.cs
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+//
+// 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
+{
+ public class WorkBufferAllocator
+ {
+ public Memory<byte> BackingMemory { get; }
+
+ public ulong Offset { get; private set; }
+
+ public WorkBufferAllocator(Memory<byte> backingMemory)
+ {
+ BackingMemory = backingMemory;
+ }
+
+ public Memory<byte> Allocate(ulong size, int align)
+ {
+ Debug.Assert(align != 0);
+
+ if (size != 0)
+ {
+ ulong alignedOffset = BitUtils.AlignUp(Offset, align);
+
+ if (alignedOffset + size <= (ulong)BackingMemory.Length)
+ {
+ Memory<byte> result = BackingMemory.Slice((int)alignedOffset, (int)size);
+
+ Offset = alignedOffset + size;
+
+ // Clear the memory to be sure that is does not contain any garbage.
+ result.Span.Fill(0);
+
+ return result;
+ }
+ }
+
+ return Memory<byte>.Empty;
+ }
+
+ public Memory<T> Allocate<T>(ulong count, int align) where T: unmanaged
+ {
+ Memory<byte> allocatedMemory = Allocate((ulong)Unsafe.SizeOf<T>() * count, align);
+
+ if (allocatedMemory.IsEmpty)
+ {
+ return Memory<T>.Empty;
+ }
+
+ return SpanMemoryManager<T>.Cast(allocatedMemory);
+ }
+
+ public static ulong GetTargetSize<T>(ulong currentSize, ulong count, int align) where T: unmanaged
+ {
+ return BitUtils.AlignUp(currentSize, align) + (ulong)Unsafe.SizeOf<T>() * count;
+ }
+ }
+}