RyuKen/Ryujinx.Audio/Backends/Common/DynamicRingBuffer.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

183 lines
5.2 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.Common;
using System;
namespace Ryujinx.Audio.Backends.Common
{
/// <summary>
/// A ring buffer that grow if data written to it is too big to fit.
/// </summary>
public class DynamicRingBuffer
{
private const int RingBufferAlignment = 2048;
private object _lock = new object();
private byte[] _buffer;
private int _size;
private int _headOffset;
private int _tailOffset;
public int Length => _size;
public DynamicRingBuffer(int initialCapacity = RingBufferAlignment)
{
_buffer = new byte[initialCapacity];
}
public void Clear()
{
_size = 0;
_headOffset = 0;
_tailOffset = 0;
}
public void Clear(int size)
{
lock (_lock)
{
if (size > _size)
{
size = _size;
}
if (size == 0)
{
return;
}
_headOffset = (_headOffset + size) % _buffer.Length;
_size -= size;
if (_size == 0)
{
_headOffset = 0;
_tailOffset = 0;
}
}
}
private void SetCapacityLocked(int capacity)
{
byte[] buffer = new byte[capacity];
if (_size > 0)
{
if (_headOffset < _tailOffset)
{
Buffer.BlockCopy(_buffer, _headOffset, buffer, 0, _size);
}
else
{
Buffer.BlockCopy(_buffer, _headOffset, buffer, 0, _buffer.Length - _headOffset);
Buffer.BlockCopy(_buffer, 0, buffer, _buffer.Length - _headOffset, _tailOffset);
}
}
_buffer = buffer;
_headOffset = 0;
_tailOffset = _size;
}
public void Write<T>(T[] buffer, int index, int count)
{
if (count == 0)
{
return;
}
lock (_lock)
{
if ((_size + count) > _buffer.Length)
{
SetCapacityLocked(BitUtils.AlignUp(_size + count, RingBufferAlignment));
}
if (_headOffset < _tailOffset)
{
int tailLength = _buffer.Length - _tailOffset;
if (tailLength >= count)
{
Buffer.BlockCopy(buffer, index, _buffer, _tailOffset, count);
}
else
{
Buffer.BlockCopy(buffer, index, _buffer, _tailOffset, tailLength);
Buffer.BlockCopy(buffer, index + tailLength, _buffer, 0, count - tailLength);
}
}
else
{
Buffer.BlockCopy(buffer, index, _buffer, _tailOffset, count);
}
_size += count;
_tailOffset = (_tailOffset + count) % _buffer.Length;
}
}
public int Read<T>(T[] buffer, int index, int count)
{
lock (_lock)
{
if (count > _size)
{
count = _size;
}
if (count == 0)
{
return 0;
}
if (_headOffset < _tailOffset)
{
Buffer.BlockCopy(_buffer, _headOffset, buffer, index, count);
}
else
{
int tailLength = _buffer.Length - _headOffset;
if (tailLength >= count)
{
Buffer.BlockCopy(_buffer, _headOffset, buffer, index, count);
}
else
{
Buffer.BlockCopy(_buffer, _headOffset, buffer, index, tailLength);
Buffer.BlockCopy(_buffer, 0, buffer, index + tailLength, count - tailLength);
}
}
_size -= count;
_headOffset = (_headOffset + count) % _buffer.Length;
if (_size == 0)
{
_headOffset = 0;
_tailOffset = 0;
}
return count;
}
}
}
}