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
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249 changed files with 5614 additions and 2712 deletions
119
Ryujinx.Audio/Renderer/Server/Sink/BaseSink.cs
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119
Ryujinx.Audio/Renderer/Server/Sink/BaseSink.cs
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Diagnostics;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Base class used for server information of a sink.
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/// </summary>
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public class BaseSink
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{
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/// <summary>
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/// The type of this <see cref="BaseSink"/>.
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/// </summary>
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public SinkType Type;
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/// <summary>
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/// Set to true if the sink is used.
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/// </summary>
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public bool IsUsed;
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/// <summary>
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/// Set to true if the sink need to be skipped because of invalid state.
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/// </summary>
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public bool ShouldSkip;
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/// <summary>
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/// The node id of the sink.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// Create a new <see cref="BaseSink"/>.
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/// </summary>
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public BaseSink()
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{
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CleanUp();
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}
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/// <summary>
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/// Clean up the internal state of the <see cref="BaseSink"/>.
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/// </summary>
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public virtual void CleanUp()
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{
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Type = TargetSinkType;
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IsUsed = false;
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ShouldSkip = false;
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}
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/// <summary>
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/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
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/// </summary>
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public virtual SinkType TargetSinkType => SinkType.Invalid;
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/// <summary>
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/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
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public bool IsTypeValid(ref SinkInParameter parameter)
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{
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return parameter.Type == TargetSinkType;
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}
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/// <summary>
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/// Update the <see cref="BaseSink"/> state during command generation.
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/// </summary>
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public virtual void UpdateForCommandGeneration()
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{
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Debug.Assert(Type == TargetSinkType);
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}
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/// <summary>
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/// Update the internal common parameters from user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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protected void UpdateStandardParameter(ref SinkInParameter parameter)
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{
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if (IsUsed != parameter.IsUsed)
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{
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IsUsed = parameter.IsUsed;
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NodeId = parameter.NodeId;
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}
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}
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/// <summary>
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/// Update the internal state from user parameter.
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/// </summary>
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/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="outStatus">The user output status.</param>
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/// <param name="mapper">The mapper to use.</param>
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public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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errorInfo = new ErrorInfo();
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}
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}
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}
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126
Ryujinx.Audio/Renderer/Server/Sink/CircularBufferSink.cs
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126
Ryujinx.Audio/Renderer/Server/Sink/CircularBufferSink.cs
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Parameter.Sink;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Server information for a circular buffer sink.
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/// </summary>
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public class CircularBufferSink : BaseSink
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{
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/// <summary>
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/// The circular buffer parameter.
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/// </summary>
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public CircularBufferParameter Parameter;
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/// <summary>
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/// The last written data offset on the circular buffer.
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/// </summary>
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private uint _lastWrittenOffset;
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/// <summary>
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/// THe previous written offset of the circular buffer.
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/// </summary>
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private uint _oldWrittenOffset;
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/// <summary>
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/// The current offset to write data on the circular buffer.
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/// </summary>
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public uint CurrentWriteOffset { get; private set; }
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/// <summary>
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/// The <see cref="AddressInfo"/> of the circular buffer.
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/// </summary>
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public AddressInfo CircularBufferAddressInfo;
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public CircularBufferSink()
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{
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CircularBufferAddressInfo = AddressInfo.Create();
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}
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public override SinkType TargetSinkType => SinkType.CircularBuffer;
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public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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errorInfo = new BehaviourParameter.ErrorInfo();
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outStatus = new SinkOutStatus();
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Debug.Assert(IsTypeValid(ref parameter));
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ref CircularBufferParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, CircularBufferParameter>(parameter.SpecificData)[0];
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if (parameter.IsUsed != IsUsed || ShouldSkip)
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{
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UpdateStandardParameter(ref parameter);
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if (parameter.IsUsed)
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{
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Debug.Assert(CircularBufferAddressInfo.CpuAddress == 0);
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Debug.Assert(CircularBufferAddressInfo.GetReference(false) == 0);
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ShouldSkip = !mapper.TryAttachBuffer(out errorInfo, ref CircularBufferAddressInfo, inputDeviceParameter.BufferAddress, inputDeviceParameter.BufferSize);
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}
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else
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{
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Debug.Assert(CircularBufferAddressInfo.CpuAddress != 0);
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Debug.Assert(CircularBufferAddressInfo.GetReference(false) != 0);
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}
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Parameter = inputDeviceParameter;
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}
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outStatus.LastWrittenOffset = _lastWrittenOffset;
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}
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public override void UpdateForCommandGeneration()
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{
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Debug.Assert(Type == TargetSinkType);
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if (IsUsed)
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{
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uint frameSize = Constants.TargetSampleSize * Parameter.SampleCount * Parameter.InputCount;
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_lastWrittenOffset = _oldWrittenOffset;
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_oldWrittenOffset = CurrentWriteOffset;
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CurrentWriteOffset += frameSize;
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if (Parameter.BufferSize > 0)
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{
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CurrentWriteOffset %= Parameter.BufferSize;
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}
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}
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}
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public override void CleanUp()
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{
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CircularBufferAddressInfo = AddressInfo.Create();
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_lastWrittenOffset = 0;
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_oldWrittenOffset = 0;
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CurrentWriteOffset = 0;
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base.CleanUp();
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}
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}
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}
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92
Ryujinx.Audio/Renderer/Server/Sink/DeviceSink.cs
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92
Ryujinx.Audio/Renderer/Server/Sink/DeviceSink.cs
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Parameter.Sink;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Server information for a device sink.
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/// </summary>
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public class DeviceSink : BaseSink
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{
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/// <summary>
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/// The downmix coefficients.
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/// </summary>
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public float[] DownMixCoefficients;
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/// <summary>
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/// The device parameters.
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/// </summary>
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public DeviceParameter Parameter;
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/// <summary>
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/// The upsampler instance used by this sink.
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/// </summary>
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/// <remarks>Null if no upsampling is needed.</remarks>
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public UpsamplerState UpsamplerState;
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/// <summary>
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/// Create a new <see cref="DeviceSink"/>.
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/// </summary>
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public DeviceSink()
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{
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DownMixCoefficients = new float[4];
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}
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public override void CleanUp()
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{
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UpsamplerState?.Release();
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UpsamplerState = null;
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base.CleanUp();
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}
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public override SinkType TargetSinkType => SinkType.Device;
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public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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ref DeviceParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, DeviceParameter>(parameter.SpecificData)[0];
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if (parameter.IsUsed != IsUsed)
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{
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UpdateStandardParameter(ref parameter);
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Parameter = inputDeviceParameter;
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}
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else
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{
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Parameter.DownMixParameterEnabled = inputDeviceParameter.DownMixParameterEnabled;
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inputDeviceParameter.DownMixParameter.ToSpan().CopyTo(Parameter.DownMixParameter.ToSpan());
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}
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Parameter.DownMixParameter.ToSpan().CopyTo(DownMixCoefficients.AsSpan());
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errorInfo = new BehaviourParameter.ErrorInfo();
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outStatus = new SinkOutStatus();
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}
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}
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}
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73
Ryujinx.Audio/Renderer/Server/Sink/SinkContext.cs
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73
Ryujinx.Audio/Renderer/Server/Sink/SinkContext.cs
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Sink context.
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/// </summary>
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public class SinkContext
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{
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/// <summary>
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/// Storage for <see cref="BaseSink"/>.
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/// </summary>
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private BaseSink[] _sinks;
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/// <summary>
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/// The total sink count.
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/// </summary>
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private uint _sinkCount;
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/// <summary>
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/// Initialize the <see cref="SinkContext"/>.
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/// </summary>
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/// <param name="sinksCount">The total sink count.</param>
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public void Initialize(uint sinksCount)
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{
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_sinkCount = sinksCount;
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_sinks = new BaseSink[_sinkCount];
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for (int i = 0; i < _sinkCount; i++)
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{
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_sinks[i] = new BaseSink();
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}
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}
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/// <summary>
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/// Get the total sink count.
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/// </summary>
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/// <returns>The total sink count.</returns>
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public uint GetCount()
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{
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return _sinkCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.</returns>
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public ref BaseSink GetSink(int id)
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{
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Debug.Assert(id >= 0 && id < _sinkCount);
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return ref _sinks[id];
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}
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}
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}
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