audio: Implement a SDL2 backend (#2258)
* audio: Implement a SDL2 backend This adds support to SDL2 as an audio backend. It has the same compatibility level as OpenAL without its issues. I also took the liberty of restructuring the SDL2 code to have one shared project between audio and input. The configuration version was also incremented. * Address gdkchan's comments * Fix update logic * Add an heuristic to pick the correct target sample count wanted by the game * Address gdkchan's comments * Address Ac_k's comments * Fix audren output * Address gdkchan's comments
This commit is contained in:
parent
106512229e
commit
eb056218a1
16 changed files with 511 additions and 14 deletions
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\Ryujinx.Audio\Ryujinx.Audio.csproj" />
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<ProjectReference Include="..\Ryujinx.SDL2.Common\Ryujinx.SDL2.Common.csproj" />
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</ItemGroup>
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</Project>
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16
Ryujinx.Audio.Backends.SDL2/SDL2AudioBuffer.cs
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16
Ryujinx.Audio.Backends.SDL2/SDL2AudioBuffer.cs
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namespace Ryujinx.Audio.Backends.SDL2
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{
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class SDL2AudioBuffer
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{
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public readonly ulong DriverIdentifier;
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public readonly ulong SampleCount;
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public ulong SamplePlayed;
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public SDL2AudioBuffer(ulong driverIdentifier, ulong sampleCount)
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{
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DriverIdentifier = driverIdentifier;
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SampleCount = sampleCount;
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SamplePlayed = 0;
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}
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}
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}
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184
Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceDriver.cs
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184
Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceDriver.cs
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Threading;
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using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
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using static SDL2.SDL;
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namespace Ryujinx.Audio.Backends.SDL2
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{
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public class SDL2HardwareDeviceDriver : IHardwareDeviceDriver
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{
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private object _lock = new object();
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private ManualResetEvent _updateRequiredEvent;
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private List<SDL2HardwareDeviceSession> _sessions;
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public SDL2HardwareDeviceDriver()
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{
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_updateRequiredEvent = new ManualResetEvent(false);
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_sessions = new List<SDL2HardwareDeviceSession>();
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SDL2Driver.Instance.Initialize();
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}
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public static bool IsSupported => IsSupportedInternal();
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private static bool IsSupportedInternal()
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{
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uint device = OpenStream(SampleFormat.PcmInt16, Constants.TargetSampleRate, Constants.ChannelCountMax, Constants.TargetSampleCount, null);
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if (device != 0)
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{
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SDL_CloseAudioDevice(device);
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}
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return device != 0;
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}
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public ManualResetEvent GetUpdateRequiredEvent()
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{
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return _updateRequiredEvent;
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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{
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if (channelCount == 0)
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{
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channelCount = 2;
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}
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if (sampleRate == 0)
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{
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sampleRate = Constants.TargetSampleRate;
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}
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if (direction != Direction.Output)
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{
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throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!");
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}
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lock (_lock)
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{
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SDL2HardwareDeviceSession session = new SDL2HardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
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_sessions.Add(session);
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return session;
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}
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}
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internal void Unregister(SDL2HardwareDeviceSession session)
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{
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lock (_lock)
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{
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_sessions.Remove(session);
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}
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}
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private static SDL_AudioSpec GetSDL2Spec(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, uint sampleCount)
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{
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return new SDL_AudioSpec
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{
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channels = (byte)requestedChannelCount,
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format = GetSDL2Format(requestedSampleFormat),
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freq = (int)requestedSampleRate,
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samples = (ushort)sampleCount
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};
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}
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internal static ushort GetSDL2Format(SampleFormat format)
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{
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return format switch
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{
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SampleFormat.PcmInt8 => AUDIO_S8,
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SampleFormat.PcmInt16 => AUDIO_S16,
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SampleFormat.PcmInt32 => AUDIO_S32,
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SampleFormat.PcmFloat => AUDIO_F32,
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_ => throw new ArgumentException($"Unsupported sample format {format}"),
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};
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}
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// TODO: Fix this in SDL2-CS.
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[DllImport("SDL2", EntryPoint = "SDL_OpenAudioDevice", CallingConvention = CallingConvention.Cdecl)]
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private static extern uint SDL_OpenAudioDevice_Workaround(
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IntPtr name,
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int iscapture,
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ref SDL_AudioSpec desired,
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out SDL_AudioSpec obtained,
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uint allowed_changes
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);
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internal static uint OpenStream(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, uint sampleCount, SDL_AudioCallback callback)
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{
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SDL_AudioSpec desired = GetSDL2Spec(requestedSampleFormat, requestedSampleRate, requestedChannelCount, sampleCount);
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desired.callback = callback;
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uint device = SDL_OpenAudioDevice_Workaround(IntPtr.Zero, 0, ref desired, out SDL_AudioSpec got, 0);
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if (device == 0)
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{
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return 0;
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}
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bool isValid = got.format == desired.format && got.freq == desired.freq && got.channels == desired.channels;
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if (!isValid)
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{
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SDL_CloseAudioDevice(device);
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return 0;
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}
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return device;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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while (_sessions.Count > 0)
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{
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SDL2HardwareDeviceSession session = _sessions[_sessions.Count - 1];
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session.Dispose();
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}
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SDL2Driver.Instance.Dispose();
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}
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}
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public bool SupportsSampleRate(uint sampleRate)
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{
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return true;
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}
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public bool SupportsSampleFormat(SampleFormat sampleFormat)
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{
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return sampleFormat != SampleFormat.PcmInt24;
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}
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public bool SupportsChannelCount(uint channelCount)
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{
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return true;
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}
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public bool SupportsDirection(Direction direction)
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{
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// TODO: add direction input when supported.
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return direction == Direction.Output;
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}
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}
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}
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223
Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceSession.cs
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223
Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceSession.cs
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Collections.Concurrent;
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using System.Runtime.InteropServices;
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using System.Threading;
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using static SDL2.SDL;
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namespace Ryujinx.Audio.Backends.SDL2
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{
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class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private SDL2HardwareDeviceDriver _driver;
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private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
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private DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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private uint _outputStream;
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private SDL_AudioCallback _callbackDelegate;
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private int _bytesPerFrame;
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private uint _sampleCount;
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private bool _started;
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private float _volume;
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private ushort _nativeSampleFormat;
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public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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_driver = driver;
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_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
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_queuedBuffers = new ConcurrentQueue<SDL2AudioBuffer>();
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_ringBuffer = new DynamicRingBuffer();
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_callbackDelegate = Update;
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_bytesPerFrame = BackendHelper.GetSampleSize(RequestedSampleFormat) * (int)RequestedChannelCount;
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_nativeSampleFormat = SDL2HardwareDeviceDriver.GetSDL2Format(RequestedSampleFormat);
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_sampleCount = uint.MaxValue;
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_started = false;
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_volume = 1.0f;
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}
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private void EnsureAudioStreamSetup(AudioBuffer buffer)
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{
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bool needAudioSetup = _outputStream == 0 || ((uint)GetSampleCount(buffer) % _sampleCount) != 0;
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if (needAudioSetup)
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{
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_sampleCount = Math.Max(Constants.TargetSampleCount, (uint)GetSampleCount(buffer));
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uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
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if (newOutputStream == 0)
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{
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// No stream in place, this is unexpected.
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throw new InvalidOperationException($"OpenStream failed with error: \"{SDL_GetError()}\"");
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}
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else
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{
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if (_outputStream != 0)
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{
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SDL_CloseAudioDevice(_outputStream);
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}
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_outputStream = newOutputStream;
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SDL_PauseAudioDevice(_outputStream, _started ? 0 : 1);
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Logger.Info?.Print(LogClass.Audio, $"New audio stream setup with a target sample count of {_sampleCount}");
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}
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}
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}
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// TODO: Add this variant with pointer to SDL2-CS.
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[DllImport("SDL2", EntryPoint = "SDL_MixAudioFormat", CallingConvention = CallingConvention.Cdecl)]
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private static extern unsafe uint SDL_MixAudioFormat(IntPtr dst, IntPtr src, ushort format, uint len, int volume);
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private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
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{
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Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
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int maxFrameCount = (int)GetSampleCount(streamLength);
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int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
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int frameCount = Math.Min(bufferedFrames, maxFrameCount);
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if (frameCount == 0)
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{
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// SDL2 left the responsability to the user to clear the buffer.
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streamSpan.Fill(0);
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return;
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}
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byte[] samples = new byte[frameCount * _bytesPerFrame];
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_ringBuffer.Read(samples, 0, samples.Length);
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samples.AsSpan().CopyTo(streamSpan);
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streamSpan.Slice(samples.Length).Fill(0);
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// Apply volume to written data
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SDL_MixAudioFormat(stream, stream, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
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ulong sampleCount = GetSampleCount(samples.Length);
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ulong availaibleSampleCount = sampleCount;
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bool needUpdate = false;
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while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
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{
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ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
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ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
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ulong currentSamplePlayed = Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
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availaibleSampleCount -= playedAudioBufferSampleCount;
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if (currentSamplePlayed == driverBuffer.SampleCount)
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{
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_queuedBuffers.TryDequeue(out _);
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needUpdate = true;
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}
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Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
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}
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// Notify the output if needed.
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if (needUpdate)
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{
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_updateRequiredEvent.Set();
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}
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}
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public override ulong GetPlayedSampleCount()
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{
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return Interlocked.Read(ref _playedSampleCount);
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}
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public override float GetVolume()
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{
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return _volume;
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}
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public override void PrepareToClose() { }
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public override void QueueBuffer(AudioBuffer buffer)
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{
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EnsureAudioStreamSetup(buffer);
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SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_queuedBuffers.Enqueue(driverBuffer);
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}
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public override void SetVolume(float volume)
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{
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_volume = volume;
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}
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public override void Start()
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{
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if (!_started)
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{
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if (_outputStream != 0)
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{
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SDL_PauseAudioDevice(_outputStream, 0);
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}
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_started = true;
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}
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}
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public override void Stop()
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{
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if (_started)
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{
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if (_outputStream != 0)
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{
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SDL_PauseAudioDevice(_outputStream, 1);
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}
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_started = false;
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}
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}
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public override void UnregisterBuffer(AudioBuffer buffer) { }
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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if (!_queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
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{
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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PrepareToClose();
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Stop();
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if (_outputStream != 0)
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{
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SDL_CloseAudioDevice(_outputStream);
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}
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_driver.Unregister(this);
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}
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}
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public override void Dispose()
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{
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Dispose(true);
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}
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}
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}
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