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jinx/Ryujinx.Audio/Renderer/Common/WorkBufferAllocator.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

78 lines
2.4 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.Utils;
using Ryujinx.Common;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Common
{
public class WorkBufferAllocator
{
public Memory<byte> BackingMemory { get; }
public ulong Offset { get; private set; }
public WorkBufferAllocator(Memory<byte> backingMemory)
{
BackingMemory = backingMemory;
}
public Memory<byte> Allocate(ulong size, int align)
{
Debug.Assert(align != 0);
if (size != 0)
{
ulong alignedOffset = BitUtils.AlignUp(Offset, align);
if (alignedOffset + size <= (ulong)BackingMemory.Length)
{
Memory<byte> result = BackingMemory.Slice((int)alignedOffset, (int)size);
Offset = alignedOffset + size;
// Clear the memory to be sure that is does not contain any garbage.
result.Span.Fill(0);
return result;
}
}
return Memory<byte>.Empty;
}
public Memory<T> Allocate<T>(ulong count, int align) where T: unmanaged
{
Memory<byte> allocatedMemory = Allocate((ulong)Unsafe.SizeOf<T>() * count, align);
if (allocatedMemory.IsEmpty)
{
return Memory<T>.Empty;
}
return SpanMemoryManager<T>.Cast(allocatedMemory);
}
public static ulong GetTargetSize<T>(ulong currentSize, ulong count, int align) where T: unmanaged
{
return BitUtils.AlignUp(currentSize, align) + (ulong)Unsafe.SizeOf<T>() * count;
}
}
}