4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
150 lines
5.5 KiB
C#
150 lines
5.5 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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/// <summary>
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/// Voice context.
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/// </summary>
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public class VoiceContext
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{
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/// <summary>
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/// Storage of the sorted indices to <see cref="VoiceState"/>.
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/// </summary>
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private Memory<int> _sortedVoices;
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/// <summary>
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/// Storage for <see cref="VoiceState"/>.
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/// </summary>
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private Memory<VoiceState> _voices;
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/// <summary>
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/// Storage for <see cref="VoiceChannelResource"/>.
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/// </summary>
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private Memory<VoiceChannelResource> _voiceChannelResources;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
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/// <summary>
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/// The total voice count.
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/// </summary>
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private uint _voiceCount;
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public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
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{
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_sortedVoices = sortedVoices;
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_voices = voices;
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_voiceChannelResources = voiceChannelResources;
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_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
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_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
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_voiceCount = voiceCount;
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}
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/// <summary>
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/// Get the total voice count.
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/// </summary>
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/// <returns>The total voice count.</returns>
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public uint GetCount()
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{
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return _voiceCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceChannelResource"/> 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="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceChannelResource GetChannelResource(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> 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 <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> 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 <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceState"/> 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="VoiceState"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
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}
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public ref VoiceState GetSortedState(int id)
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{
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Debug.Assert(id >= 0 && id < _voiceCount);
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return ref GetState(_sortedVoices.Span[id]);
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}
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/// <summary>
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/// Update internal state during command generation.
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/// </summary>
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public void UpdateForCommandGeneration()
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{
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_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
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}
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/// <summary>
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/// Sort the internal voices by priority and sorting order (if the priorities match).
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/// </summary>
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public void Sort()
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{
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for (int i = 0; i < _voiceCount; i++)
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{
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_sortedVoices.Span[i] = i;
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}
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int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
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Array.Sort(sortedVoicesTemp, (a, b) =>
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{
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ref VoiceState aState = ref GetState(a);
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ref VoiceState bState = ref GetState(b);
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int result = aState.Priority.CompareTo(bState.Priority);
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if (result == 0)
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{
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return aState.SortingOrder.CompareTo(bState.SortingOrder);
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}
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return result;
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});
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sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
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}
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}
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}
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