diff options
| author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
| commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
| tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion1.cs | |
| parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (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/PerformanceEntryVersion1.cs')
| -rw-r--r-- | Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion1.cs | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion1.cs b/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion1.cs new file mode 100644 index 00000000..ac91ca19 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion1.cs @@ -0,0 +1,79 @@ +// +// 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 System.Runtime.InteropServices; + +namespace Ryujinx.Audio.Renderer.Server.Performance +{ + /// <summary> + /// Implementation of <see cref="IPerformanceEntry"/> for performance metrics version 1. + /// </summary> + [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)] + public struct PerformanceEntryVersion1 : IPerformanceEntry + { + /// <summary> + /// The node id associated to this entry. + /// </summary> + public int NodeId; + + /// <summary> + /// The start time (in microseconds) associated to this entry. + /// </summary> + public int StartTime; + + /// <summary> + /// The processing time (in microseconds) associated to this entry. + /// </summary> + public int ProcessingTime; + + /// <summary> + /// The entry type associated to this entry. + /// </summary> + public PerformanceEntryType EntryType; + + public int GetProcessingTime() + { + return ProcessingTime; + } + + public int GetProcessingTimeOffset() + { + return 8; + } + + public int GetStartTime() + { + return StartTime; + } + + public int GetStartTimeOffset() + { + return 4; + } + + public void SetEntryType(PerformanceEntryType type) + { + EntryType = type; + } + + public void SetNodeId(int nodeId) + { + NodeId = nodeId; + } + } +} |
