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jinx/Ryujinx.Audio/Renderer/Server/MemoryPool/MemoryPoolState.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

148 lines
5 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 System;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Server state for a memory pool.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
public struct MemoryPoolState
{
public const int Alignment = 0x10;
/// <summary>
/// The location of the <see cref="MemoryPoolState"/>.
/// </summary>
public enum LocationType : uint
{
/// <summary>
/// <see cref="MemoryPoolState"/> located on the CPU side for user use.
/// </summary>
Cpu,
/// <summary>
/// <see cref="MemoryPoolState"/> located on the DSP side for system use.
/// </summary>
Dsp
}
/// <summary>
/// The CPU address associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public CpuAddress CpuAddress;
/// <summary>
/// The DSP address associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public DspAddress DspAddress;
/// <summary>
/// The size associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public ulong Size;
/// <summary>
/// The <see cref="LocationType"/> associated to the <see cref="MemoryPoolState"/>.
/// </summary>
public LocationType Location;
/// <summary>
/// Set to true if the <see cref="MemoryPoolState"/> is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
public static unsafe MemoryPoolState* Null => (MemoryPoolState*)IntPtr.Zero.ToPointer();
/// <summary>
/// Create a new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.
/// </summary>
/// <param name="location">The location type to use.</param>
/// <returns>A new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.</returns>
public static MemoryPoolState Create(LocationType location)
{
return new MemoryPoolState
{
CpuAddress = 0,
DspAddress = 0,
Size = 0,
Location = location
};
}
/// <summary>
/// Set the <see cref="CpuAddress"/> and size of the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="cpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
public void SetCpuAddress(CpuAddress cpuAddress, ulong size)
{
CpuAddress = cpuAddress;
Size = size;
}
/// <summary>
/// Check if the given <see cref="CpuAddress"/> and size is contains in the <see cref="MemoryPoolState"/>.
/// </summary>
/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
/// <returns>True if the <see cref="CpuAddress"/> is contained inside the <see cref="MemoryPoolState"/>.</returns>
public bool Contains(CpuAddress targetCpuAddress, ulong size)
{
if (CpuAddress <= targetCpuAddress && size + targetCpuAddress <= Size + CpuAddress)
{
return true;
}
return false;
}
/// <summary>
/// Translate the given CPU address to a DSP address.
/// </summary>
/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
/// <param name="size">The size.</param>
/// <returns>the target DSP address.</returns>
public DspAddress Translate(CpuAddress targetCpuAddress, ulong size)
{
if (Contains(targetCpuAddress, size) && IsMapped())
{
ulong offset = targetCpuAddress - CpuAddress;
return DspAddress + offset;
}
return 0;
}
/// <summary>
/// Is the <see cref="MemoryPoolState"/> mapped on the DSP?
/// </summary>
/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped on the DSP.</returns>
public bool IsMapped()
{
return DspAddress != 0;
}
}
}