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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/RendererSystemContext.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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+//
+// 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.Server.Upsampler;
+using System;
+
+namespace Ryujinx.Audio.Renderer.Server
+{
+ /// <summary>
+ /// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
+ /// </summary>
+ /// <remarks>
+ /// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
+ /// </remarks>
+ public sealed class RendererSystemContext
+ {
+ /// <summary>
+ /// The session id of the current renderer.
+ /// </summary>
+ public int SessionId;
+
+ /// <summary>
+ /// The target channel count for sink.
+ /// </summary>
+ /// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
+ public uint ChannelCount;
+
+ /// <summary>
+ /// The total count of mix buffer.
+ /// </summary>
+ public uint MixBufferCount;
+
+ /// <summary>
+ /// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
+ /// </summary>
+ public BehaviourContext BehaviourContext;
+
+ /// <summary>
+ /// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
+ /// </summary>
+ public UpsamplerManager UpsamplerManager;
+
+ /// <summary>
+ /// The memory to use for depop processing.
+ /// </summary>
+ /// <remarks>
+ /// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
+ /// </remarks>
+ public Memory<float> DepopBuffer;
+ }
+}