R/Ryujinx.Audio.Backends.OpenAL/OpenALHardwareDeviceSession.cs
Mary 6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* openal: Update to OpenTK 4

* Ryujinx.Graphics.OpenGL: Update to OpenTK 4

* Entirely removed OpenTK 3, still wip

* Use SPB for context creation and handling

Still need to test on GLX and readd input support

* Start implementing a new input system

So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal

Button mapping backend is implemented

TODO: front end, configuration handling and configuration migration
TODO: keyboard support

* Enforce RGB only framebuffer on the GLWidget

Fix possible transparent window

* Implement UI gamepad frontend

Also fix bad mapping of minus button and ensure gamepad config is updated in real time

* Handle controller being disconnected and reconnected again

* Revert "Enforce RGB only framebuffer on the GLWidget"

This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.

* Fix first color clear

* Filter SDL2 events a bit

* Start working on the keyboard detail

- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver

* Add KeyboardStateSnapshot and its integration

* Implement keyboard assigner and GTK3 key mapping

TODO: controller configuration mapping and IGamepad implementation for keyboard

* Add missing SR and SL definitions

* Fix copy pasta mistake on config for previous commit

* Implement IGamepad interface for GTK3 keyboard

* Fix some implementation still being commented in the controller ui for keyboard

* Port screen handle code

* Remove all configuration management code and move HidNew to Hid

* Rename InputConfigNew to InputConfig

* Add a version field to the input config

* Prepare serialization and deserialization of new input config and migrate profile loading and saving

* Support input configuration saving to config and bump config version to 23.

* Clean up in ConfigurationState

* Reference SPB via a nuget package

* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2

* move GTK3 input to the right directory

* Fix triggers on SDL2

* Update to SDL2 2.0.14 via our own fork

* Update buttons definition for SDL2 2.0.14 and report gamepad features

* Implement motion support again with SDL2

TODO: cemu hooks integration

* Switch to latest of nightly SDL2

* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index

* Ensure values are set in UI when the gamepad get hot plugged

* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids

This fixes permanent rumble of pro controller in some hotplug scenario

* Fix more UI bugs

* Move legcay motion code around before reintegration

* gamecontroller UI tweaks here and there

* Hide Motion on non motion configurations

* Update the TODO grave

Some TODO were fixed long time ago or are quite oudated...

* Integrate cemu hooks motion configuration

* Integrate cemu hooks configuration options to the UI again

* cemuhooks => cemuhooks

* Add cemu hook support again

* Fix regression on normal motion and fix some very nasty bugs around

* Fix for XCB multithreads issue on Linux

* Enable motion by default

* Block inputs in the main view when in the controller configuration window

* Some fixes for the controller ui again

* Add joycon support and fixes other hints

* Bug fixes and clean up

- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad

* Move the button assigner and motion logic to the Ryujinx.Input project

* Reimplement raw keyboard hle input

Also move out the logic of the hotkeys

* Move all remaining Input manager stuffs to the Ryujinx.Input project

* Increment configuration version yet again because of master changes

* Ensure input config isn't null when not present

* Fixes for VS not being nice

* Fix broken gamepad caching logic causing crashes on ui

* Ensure the background context is destroyed

* Update dependencies

* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions

Also updated the debug Config.json

* Document new input APIs

* Isolate SDL2Driver to the project and remove external export of it

* Add support for external gamepad db mappings on SDL2

* Last clean up before PR

* Addresses first part of comments

* Address gdkchan's comments

* Do not use JsonException

* Last comment fixes
2021-04-14 12:28:43 +02:00

213 lines
6.1 KiB
C#

using OpenTK.Audio.OpenAL;
using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace Ryujinx.Audio.Backends.OpenAL
{
class OpenALHardwareDeviceSession : HardwareDeviceSessionOutputBase
{
private OpenALHardwareDeviceDriver _driver;
private int _sourceId;
private ALFormat _targetFormat;
private bool _isActive;
private Queue<OpenALAudioBuffer> _queuedBuffers;
private ulong _playedSampleCount;
private object _lock = new object();
public OpenALHardwareDeviceSession(OpenALHardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
{
_driver = driver;
_queuedBuffers = new Queue<OpenALAudioBuffer>();
_sourceId = AL.GenSource();
_targetFormat = GetALFormat();
_isActive = false;
_playedSampleCount = 0;
}
private ALFormat GetALFormat()
{
switch (RequestedSampleFormat)
{
case SampleFormat.PcmInt16:
switch (RequestedChannelCount)
{
case 1:
return ALFormat.Mono16;
case 2:
return ALFormat.Stereo16;
case 6:
return ALFormat.Multi51Chn16Ext;
default:
throw new NotImplementedException($"Unsupported channel config {RequestedChannelCount}");
}
default:
throw new NotImplementedException($"Unsupported sample format {RequestedSampleFormat}");
}
}
public override void PrepareToClose() { }
private void StartIfNotPlaying()
{
AL.GetSource(_sourceId, ALGetSourcei.SourceState, out int stateInt);
ALSourceState State = (ALSourceState)stateInt;
if (State != ALSourceState.Playing)
{
AL.SourcePlay(_sourceId);
}
}
public override void QueueBuffer(AudioBuffer buffer)
{
lock (_lock)
{
OpenALAudioBuffer driverBuffer = new OpenALAudioBuffer
{
DriverIdentifier = buffer.DataPointer,
BufferId = AL.GenBuffer(),
SampleCount = GetSampleCount(buffer)
};
AL.BufferData(driverBuffer.BufferId, _targetFormat, buffer.Data, (int)RequestedSampleRate);
_queuedBuffers.Enqueue(driverBuffer);
AL.SourceQueueBuffer(_sourceId, driverBuffer.BufferId);
if (_isActive)
{
StartIfNotPlaying();
}
}
}
public override void SetVolume(float volume)
{
lock (_lock)
{
AL.Source(_sourceId, ALSourcef.Gain, volume);
}
}
public override float GetVolume()
{
AL.GetSource(_sourceId, ALSourcef.Gain, out float volume);
return volume;
}
public override void Start()
{
lock (_lock)
{
_isActive = true;
StartIfNotPlaying();
}
}
public override void Stop()
{
lock (_lock)
{
SetVolume(0.0f);
AL.SourceStop(_sourceId);
_isActive = false;
}
}
public override void UnregisterBuffer(AudioBuffer buffer) { }
public override bool WasBufferFullyConsumed(AudioBuffer buffer)
{
lock (_lock)
{
if (!_queuedBuffers.TryPeek(out OpenALAudioBuffer driverBuffer))
{
return true;
}
return driverBuffer.DriverIdentifier != buffer.DataPointer;
}
}
public override ulong GetPlayedSampleCount()
{
lock (_lock)
{
return _playedSampleCount;
}
}
public bool Update()
{
lock (_lock)
{
if (_isActive)
{
AL.GetSource(_sourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
if (releasedCount > 0)
{
int[] bufferIds = new int[releasedCount];
AL.SourceUnqueueBuffers(_sourceId, releasedCount, bufferIds);
int i = 0;
while (_queuedBuffers.TryPeek(out OpenALAudioBuffer buffer) && i < bufferIds.Length)
{
if (buffer.BufferId == bufferIds[i])
{
_playedSampleCount += buffer.SampleCount;
_queuedBuffers.TryDequeue(out _);
i++;
}
}
Debug.Assert(i == bufferIds.Length, "Unknown buffer ids found!");
AL.DeleteBuffers(bufferIds);
}
return releasedCount > 0;
}
return false;
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
lock (_lock)
{
PrepareToClose();
Stop();
AL.DeleteSource(_sourceId);
_driver.Unregister(this);
}
}
}
public override void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}