f556c80d02
* 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
149 lines
5.0 KiB
C#
149 lines
5.0 KiB
C#
//
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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;
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using System.Runtime.InteropServices;
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using DspAddress = System.UInt64;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server.MemoryPool
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{
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/// <summary>
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/// Server state for a memory pool.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = Alignment)]
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public struct MemoryPoolState
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The location of the <see cref="MemoryPoolState"/>.
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/// </summary>
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public enum LocationType : uint
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{
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/// <summary>
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/// <see cref="MemoryPoolState"/> located on the CPU side for user use.
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/// </summary>
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Cpu,
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/// <summary>
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/// <see cref="MemoryPoolState"/> located on the DSP side for system use.
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/// </summary>
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Dsp
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}
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/// <summary>
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/// The CPU address associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public CpuAddress CpuAddress;
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/// <summary>
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/// The DSP address associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public DspAddress DspAddress;
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/// <summary>
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/// The size associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public ulong Size;
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/// <summary>
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/// The <see cref="LocationType"/> associated to the <see cref="MemoryPoolState"/>.
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/// </summary>
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public LocationType Location;
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/// <summary>
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/// Set to true if the <see cref="MemoryPoolState"/> is used.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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public static unsafe MemoryPoolState* Null => (MemoryPoolState*)IntPtr.Zero.ToPointer();
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/// <summary>
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/// Create a new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.
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/// </summary>
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/// <param name="location">The location type to use.</param>
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/// <returns>A new <see cref="MemoryPoolState"/> with the given <see cref="LocationType"/>.</returns>
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public static MemoryPoolState Create(LocationType location)
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{
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return new MemoryPoolState
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{
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CpuAddress = 0,
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DspAddress = 0,
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Size = 0,
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Location = location
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};
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}
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/// <summary>
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/// Set the <see cref="CpuAddress"/> and size of the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="cpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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public void SetCpuAddress(CpuAddress cpuAddress, ulong size)
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{
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CpuAddress = cpuAddress;
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Size = size;
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}
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/// <summary>
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/// Check if the given <see cref="CpuAddress"/> and size is contains in the <see cref="MemoryPoolState"/>.
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/// </summary>
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/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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/// <returns>True if the <see cref="CpuAddress"/> is contained inside the <see cref="MemoryPoolState"/>.</returns>
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public bool Contains(CpuAddress targetCpuAddress, ulong size)
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{
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if (CpuAddress <= targetCpuAddress && size + targetCpuAddress <= Size + CpuAddress)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Translate the given CPU address to a DSP address.
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/// </summary>
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/// <param name="targetCpuAddress">The <see cref="CpuAddress"/>.</param>
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/// <param name="size">The size.</param>
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/// <returns>the target DSP address.</returns>
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public DspAddress Translate(CpuAddress targetCpuAddress, ulong size)
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{
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if (Contains(targetCpuAddress, size) && IsMapped())
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{
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ulong offset = targetCpuAddress - CpuAddress;
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return DspAddress + offset;
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}
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return 0;
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}
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/// <summary>
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/// Is the <see cref="MemoryPoolState"/> mapped on the DSP?
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/// </summary>
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/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped on the DSP.</returns>
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public bool IsMapped()
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{
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return DspAddress != 0;
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}
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}
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}
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