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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/Performance/PerformanceEntryAddresses.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/Performance/PerformanceEntryAddresses.cs')
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diff --git a/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryAddresses.cs b/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryAddresses.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 System;
+
+namespace Ryujinx.Audio.Renderer.Server.Performance
+{
+ /// <summary>
+ /// Information used by the performance command to store informations in the performance entry.
+ /// </summary>
+ public class PerformanceEntryAddresses
+ {
+ /// <summary>
+ /// The memory storing the performance entry.
+ /// </summary>
+ public Memory<int> BaseMemory;
+
+ /// <summary>
+ /// The offset to the start time field.
+ /// </summary>
+ public uint StartTimeOffset;
+
+ /// <summary>
+ /// The offset to the entry count field.
+ /// </summary>
+ public uint EntryCountOffset;
+
+ /// <summary>
+ /// The offset to the processing time field.
+ /// </summary>
+ public uint ProcessingTimeOffset;
+
+ /// <summary>
+ /// Increment the entry count.
+ /// </summary>
+ public void IncrementEntryCount()
+ {
+ BaseMemory.Span[(int)EntryCountOffset / 4]++;
+ }
+
+ /// <summary>
+ /// Set the start time in the entry.
+ /// </summary>
+ /// <param name="startTimeNano">The start time in nanoseconds.</param>
+ public void SetStartTime(ulong startTimeNano)
+ {
+ BaseMemory.Span[(int)StartTimeOffset / 4] = (int)(startTimeNano / 1000);
+ }
+
+ /// <summary>
+ /// Set the processing time in the entry.
+ /// </summary>
+ /// <param name="endTimeNano">The end time in nanoseconds.</param>
+ public void SetProcessingTime(ulong endTimeNano)
+ {
+ BaseMemory.Span[(int)ProcessingTimeOffset / 4] = (int)(endTimeNano / 1000) - BaseMemory.Span[(int)StartTimeOffset / 4];
+ }
+ }
+}