RyuKen/Ryujinx.Audio/Backends/CompatLayer/CompatLayerHardwareDeviceDriver.cs
Mary f556c80d02
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
2021-02-26 01:11:56 +01:00

146 lines
5.1 KiB
C#

//
// 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.Backends.Common;
using Ryujinx.Audio.Backends.Dummy;
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Threading;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.CompatLayer
{
public class CompatLayerHardwareDeviceDriver : IHardwareDeviceDriver
{
private IHardwareDeviceDriver _realDriver;
public CompatLayerHardwareDeviceDriver(IHardwareDeviceDriver realDevice)
{
_realDriver = realDevice;
}
public void Dispose()
{
_realDriver.Dispose();
}
public ManualResetEvent GetUpdateRequiredEvent()
{
return _realDriver.GetUpdateRequiredEvent();
}
private uint SelectHardwareChannelCount(uint targetChannelCount)
{
if (_realDriver.SupportsChannelCount(targetChannelCount))
{
return targetChannelCount;
}
return targetChannelCount switch
{
6 => SelectHardwareChannelCount(2),
2 => SelectHardwareChannelCount(1),
1 => throw new ArgumentException("No valid channel configuration found!"),
_ => throw new ArgumentException($"Invalid targetChannelCount {targetChannelCount}")
};
}
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (!_realDriver.SupportsDirection(direction))
{
if (direction == Direction.Input)
{
Logger.Warning?.Print(LogClass.Audio, "The selected audio backend doesn't support audio input, fallback to dummy...");
return new DummyHardwareDeviceSessionInput(this, memoryManager, sampleFormat, sampleRate, channelCount);
}
throw new NotImplementedException();
}
uint hardwareChannelCount = SelectHardwareChannelCount(channelCount);
IHardwareDeviceSession realSession = _realDriver.OpenDeviceSession(direction, memoryManager, sampleFormat, sampleRate, hardwareChannelCount);
if (hardwareChannelCount == channelCount)
{
return realSession;
}
if (direction == Direction.Input)
{
Logger.Warning?.Print(LogClass.Audio, $"The selected audio backend doesn't support the requested audio input configuration, fallback to dummy...");
// TODO: We currently don't support audio input upsampling/downsampling, implement this.
realSession.Dispose();
return new DummyHardwareDeviceSessionInput(this, memoryManager, sampleFormat, sampleRate, channelCount);
}
// It must be a HardwareDeviceSessionOutputBase.
if (realSession is not HardwareDeviceSessionOutputBase realSessionOutputBase)
{
throw new InvalidOperationException($"Real driver session class type isn't based on {typeof(HardwareDeviceSessionOutputBase).Name}.");
}
// If we need to do post processing before sending to the hardware device, wrap around it.
return new CompatLayerHardwareDeviceSession(realSessionOutputBase, channelCount);
}
public bool SupportsChannelCount(uint channelCount)
{
return channelCount == 1 || channelCount == 2 || channelCount == 6;
}
public bool SupportsSampleFormat(SampleFormat sampleFormat)
{
// TODO: More formats.
return sampleFormat == SampleFormat.PcmInt16;
}
public bool SupportsSampleRate(uint sampleRate)
{
// TODO: More sample rates.
return sampleRate == Constants.TargetSampleRate;
}
public IHardwareDeviceDriver GetRealDeviceDriver()
{
return _realDriver;
}
public bool SupportsDirection(Direction direction)
{
return direction == Direction.Input || direction == Direction.Output;
}
}
}