ryujinx/Ryujinx.Audio/Renderer/Server/MemoryPool/AddressInfo.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

152 lines
5.0 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 System;
using System.Runtime.InteropServices;
using DspAddress = System.UInt64;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Server.MemoryPool
{
/// <summary>
/// Represents the information of a region shared between the CPU and DSP.
/// </summary>
public struct AddressInfo
{
/// <summary>
/// The target CPU address of the region.
/// </summary>
public CpuAddress CpuAddress;
/// <summary>
/// The size of the region.
/// </summary>
public ulong Size;
private unsafe MemoryPoolState* _memoryPools;
/// <summary>
/// The forced DSP address of the region.
/// </summary>
public DspAddress ForceMappedDspAddress;
private unsafe ref MemoryPoolState MemoryPoolState => ref *_memoryPools;
public unsafe bool HasMemoryPoolState => (IntPtr)_memoryPools != IntPtr.Zero;
/// <summary>
/// Create an new empty <see cref="AddressInfo"/>.
/// </summary>
/// <returns>A new empty <see cref="AddressInfo"/>.</returns>
public static AddressInfo Create()
{
return Create(0, 0);
}
/// <summary>
/// Create a new <see cref="AddressInfo"/>.
/// </summary>
/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
/// <param name="size">The target size of the region.</param>
/// <returns>A new <see cref="AddressInfo"/>.</returns>
public static AddressInfo Create(CpuAddress cpuAddress, ulong size)
{
unsafe
{
return new AddressInfo
{
CpuAddress = cpuAddress,
_memoryPools = MemoryPoolState.Null,
Size = size,
ForceMappedDspAddress = 0
};
}
}
/// <summary>
/// Setup the CPU address and size of the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="cpuAddress">The target <see cref="CpuAddress"/> of the region.</param>
/// <param name="size">The size of the region.</param>
public void Setup(CpuAddress cpuAddress, ulong size)
{
CpuAddress = cpuAddress;
Size = size;
ForceMappedDspAddress = 0;
unsafe
{
_memoryPools = MemoryPoolState.Null;
}
}
/// <summary>
/// Set the <see cref="MemoryPoolState"/> associated.
/// </summary>
/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
public void SetupMemoryPool(Span<MemoryPoolState> memoryPoolState)
{
unsafe
{
fixed (MemoryPoolState* ptr = &MemoryMarshal.GetReference(memoryPoolState))
{
SetupMemoryPool(ptr);
}
}
}
/// <summary>
/// Set the <see cref="MemoryPoolState"/> associated.
/// </summary>
/// <param name="memoryPoolState">The <see cref="MemoryPoolState"/> associated.</param>
public unsafe void SetupMemoryPool(MemoryPoolState* memoryPoolState)
{
_memoryPools = memoryPoolState;
}
/// <summary>
/// Check if the <see cref="MemoryPoolState"/> is mapped.
/// </summary>
/// <returns>Returns true if the <see cref="MemoryPoolState"/> is mapped.</returns>
public bool HasMappedMemoryPool()
{
return HasMemoryPoolState && MemoryPoolState.IsMapped();
}
/// <summary>
/// Get the DSP address associated to the <see cref="AddressInfo"/>.
/// </summary>
/// <param name="markUsed">If true, mark the <see cref="MemoryPoolState"/> as used.</param>
/// <returns>Returns the DSP address associated to the <see cref="AddressInfo"/>.</returns>
public DspAddress GetReference(bool markUsed)
{
if (!HasMappedMemoryPool())
{
return ForceMappedDspAddress;
}
if (markUsed)
{
MemoryPoolState.IsUsed = true;
}
return MemoryPoolState.Translate(CpuAddress, Size);
}
}
}