JinxRyu/Ryujinx.Audio/Renderer/Server/Performance/PerformanceEntryVersion2.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

79 lines
2.2 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.Audio.Renderer.Common;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Performance
{
/// <summary>
/// Implementation of <see cref="IPerformanceEntry"/> for performance metrics version 2.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
public struct PerformanceEntryVersion2 : IPerformanceEntry
{
/// <summary>
/// The node id associated to this entry.
/// </summary>
public int NodeId;
/// <summary>
/// The start time (in microseconds) associated to this entry.
/// </summary>
public int StartTime;
/// <summary>
/// The processing time (in microseconds) associated to this entry.
/// </summary>
public int ProcessingTime;
/// <summary>
/// The entry type associated to this entry.
/// </summary>
public PerformanceEntryType EntryType;
public int GetProcessingTime()
{
return ProcessingTime;
}
public int GetProcessingTimeOffset()
{
return 8;
}
public int GetStartTime()
{
return StartTime;
}
public int GetStartTimeOffset()
{
return 4;
}
public void SetEntryType(PerformanceEntryType type)
{
EntryType = type;
}
public void SetNodeId(int nodeId)
{
NodeId = nodeId;
}
}
}