R/Ryujinx.Audio/Renderer/Server/Voice/VoiceContext.cs
Mary 4c2ab880ef
misc: Relicense Ryujinx.Audio under the terms of the MIT license (#3449)
* Ryujinx.Audio: Remove BOM from files

* misc: Relicense Ryujinx.Audio under the terms of the MIT license

With the approvals of all the Ryujinx.Audio contributors, this commit
changes Ryujinx.Audio license from LGPLv3 to MIT.
2022-07-08 19:45:53 +02:00

149 lines
5.5 KiB
C#

using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// Voice context.
/// </summary>
public class VoiceContext
{
/// <summary>
/// Storage of the sorted indices to <see cref="VoiceState"/>.
/// </summary>
private Memory<int> _sortedVoices;
/// <summary>
/// Storage for <see cref="VoiceState"/>.
/// </summary>
private Memory<VoiceState> _voices;
/// <summary>
/// Storage for <see cref="VoiceChannelResource"/>.
/// </summary>
private Memory<VoiceChannelResource> _voiceChannelResources;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
/// <summary>
/// The total voice count.
/// </summary>
private uint _voiceCount;
public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
{
_sortedVoices = sortedVoices;
_voices = voices;
_voiceChannelResources = voiceChannelResources;
_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
_voiceCount = voiceCount;
}
/// <summary>
/// Get the total voice count.
/// </summary>
/// <returns>The total voice count.</returns>
public uint GetCount()
{
return _voiceCount;
}
/// <summary>
/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
public ref VoiceChannelResource GetChannelResource(int id)
{
return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
}
/// <summary>
/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
public ref VoiceState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
}
public ref VoiceState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _voiceCount);
return ref GetState(_sortedVoices.Span[id]);
}
/// <summary>
/// Update internal state during command generation.
/// </summary>
public void UpdateForCommandGeneration()
{
_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
}
/// <summary>
/// Sort the internal voices by priority and sorting order (if the priorities match).
/// </summary>
public void Sort()
{
for (int i = 0; i < _voiceCount; i++)
{
_sortedVoices.Span[i] = i;
}
int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedVoicesTemp, (a, b) =>
{
ref VoiceState aState = ref GetState(a);
ref VoiceState bState = ref GetState(b);
int result = aState.Priority.CompareTo(bState.Priority);
if (result == 0)
{
return aState.SortingOrder.CompareTo(bState.SortingOrder);
}
return result;
});
sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
}
}
}