mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
516 lines
No EOL
16 KiB
C#
516 lines
No EOL
16 KiB
C#
using Ryujinx.Audio.Integration;
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using Ryujinx.Common;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Common
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{
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/// <summary>
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/// An audio device session.
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/// </summary>
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class AudioDeviceSession : IDisposable
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{
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/// <summary>
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/// The volume of the <see cref="AudioDeviceSession"/>.
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/// </summary>
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private float _volume;
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/// <summary>
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/// The state of the <see cref="AudioDeviceSession"/>.
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/// </summary>
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private AudioDeviceState _state;
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/// <summary>
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/// Array of all buffers currently used or released.
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/// </summary>
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private AudioBuffer[] _buffers;
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/// <summary>
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/// The server index inside <see cref="_buffers"/> (appended but not queued to device driver).
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/// </summary>
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private uint _serverBufferIndex;
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/// <summary>
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/// The hardware index inside <see cref="_buffers"/> (queued to device driver).
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/// </summary>
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private uint _hardwareBufferIndex;
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/// <summary>
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/// The released index inside <see cref="_buffers"/> (released by the device driver).
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/// </summary>
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private uint _releasedBufferIndex;
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/// <summary>
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/// The count of buffer appended (server side).
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/// </summary>
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private uint _bufferAppendedCount;
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/// <summary>
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/// The count of buffer registered (driver side).
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/// </summary>
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private uint _bufferRegisteredCount;
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/// <summary>
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/// The count of buffer released (released by the driver side).
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/// </summary>
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private uint _bufferReleasedCount;
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/// <summary>
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/// The released buffer event.
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/// </summary>
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private IWritableEvent _bufferEvent;
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/// <summary>
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/// The session on the device driver.
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/// </summary>
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private IHardwareDeviceSession _hardwareDeviceSession;
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/// <summary>
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/// Max number of buffers that can be registered to the device driver at a time.
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/// </summary>
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private uint _bufferRegisteredLimit;
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/// <summary>
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/// Create a new <see cref="AudioDeviceSession"/>.
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/// </summary>
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/// <param name="deviceSession">The device driver session associated</param>
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/// <param name="bufferEvent">The release buffer event</param>
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/// <param name="bufferRegisteredLimit">The max number of buffers that can be registered to the device driver at a time</param>
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public AudioDeviceSession(IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent, uint bufferRegisteredLimit = 4)
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{
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_bufferEvent = bufferEvent;
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_hardwareDeviceSession = deviceSession;
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_bufferRegisteredLimit = bufferRegisteredLimit;
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_buffers = new AudioBuffer[Constants.AudioDeviceBufferCountMax];
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_serverBufferIndex = 0;
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_hardwareBufferIndex = 0;
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_releasedBufferIndex = 0;
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_bufferAppendedCount = 0;
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_bufferRegisteredCount = 0;
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_bufferReleasedCount = 0;
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_volume = deviceSession.GetVolume();
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_state = AudioDeviceState.Stopped;
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}
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/// <summary>
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/// Get the released buffer event.
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/// </summary>
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/// <returns>The released buffer event</returns>
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public IWritableEvent GetBufferEvent()
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{
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return _bufferEvent;
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}
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/// <summary>
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/// Get the state of the session.
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/// </summary>
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/// <returns>The state of the session</returns>
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public AudioDeviceState GetState()
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{
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Debug.Assert(_state == AudioDeviceState.Started || _state == AudioDeviceState.Stopped);
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return _state;
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}
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/// <summary>
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/// Get the total buffer count (server + driver + released).
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/// </summary>
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/// <returns>Return the total buffer count</returns>
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private uint GetTotalBufferCount()
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{
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uint bufferCount = _bufferAppendedCount + _bufferRegisteredCount + _bufferReleasedCount;
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Debug.Assert(bufferCount <= Constants.AudioDeviceBufferCountMax);
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return bufferCount;
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}
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/// <summary>
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/// Register a new <see cref="AudioBuffer"/> on the server side.
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/// </summary>
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/// <param name="buffer">The <see cref="AudioBuffer"/> to register</param>
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/// <returns>True if the operation succeeded</returns>
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private bool RegisterBuffer(AudioBuffer buffer)
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{
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if (GetTotalBufferCount() == Constants.AudioDeviceBufferCountMax)
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{
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return false;
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}
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_buffers[_serverBufferIndex] = buffer;
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_serverBufferIndex = (_serverBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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_bufferAppendedCount++;
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return true;
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}
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/// <summary>
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/// Flush server buffers to hardware.
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/// </summary>
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private void FlushToHardware()
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{
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uint bufferToFlushCount = Math.Min(Math.Min(_bufferAppendedCount, 4), _bufferRegisteredLimit - _bufferRegisteredCount);
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AudioBuffer[] buffersToFlush = new AudioBuffer[bufferToFlushCount];
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uint hardwareBufferIndex = _hardwareBufferIndex;
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for (int i = 0; i < buffersToFlush.Length; i++)
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{
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buffersToFlush[i] = _buffers[hardwareBufferIndex];
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_bufferAppendedCount--;
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_bufferRegisteredCount++;
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hardwareBufferIndex = (hardwareBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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}
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_hardwareBufferIndex = hardwareBufferIndex;
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for (int i = 0; i < buffersToFlush.Length; i++)
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{
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_hardwareDeviceSession.QueueBuffer(buffersToFlush[i]);
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}
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}
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/// <summary>
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/// Get the current index of the <see cref="AudioBuffer"/> playing on the driver side.
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/// </summary>
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/// <param name="playingIndex">The output index of the <see cref="AudioBuffer"/> playing on the driver side</param>
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/// <returns>True if any buffer is playing</returns>
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private bool TryGetPlayingBufferIndex(out uint playingIndex)
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{
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if (_bufferRegisteredCount > 0)
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{
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playingIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
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return true;
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}
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playingIndex = 0;
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return false;
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}
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/// <summary>
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/// Try to pop the <see cref="AudioBuffer"/> playing on the driver side.
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/// </summary>
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/// <param name="buffer">The output <see cref="AudioBuffer"/> playing on the driver side</param>
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/// <returns>True if any buffer is playing</returns>
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private bool TryPopPlayingBuffer(out AudioBuffer buffer)
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{
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if (_bufferRegisteredCount > 0)
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{
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uint bufferIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
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buffer = _buffers[bufferIndex];
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_buffers[bufferIndex] = null;
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_bufferRegisteredCount--;
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return true;
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}
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buffer = null;
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return false;
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}
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/// <summary>
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/// Try to pop a <see cref="AudioBuffer"/> released by the driver side.
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/// </summary>
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/// <param name="buffer">The output <see cref="AudioBuffer"/> released by the driver side</param>
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/// <returns>True if any buffer has been released</returns>
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public bool TryPopReleasedBuffer(out AudioBuffer buffer)
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{
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if (_bufferReleasedCount > 0)
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{
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uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
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buffer = _buffers[bufferIndex];
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_buffers[bufferIndex] = null;
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_bufferReleasedCount--;
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return true;
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}
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buffer = null;
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return false;
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}
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/// <summary>
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/// Release a <see cref="AudioBuffer"/>.
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/// </summary>
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/// <param name="buffer">The <see cref="AudioBuffer"/> to release</param>
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private void ReleaseBuffer(AudioBuffer buffer)
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{
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buffer.PlayedTimestamp = (ulong)PerformanceCounter.ElapsedNanoseconds;
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_bufferRegisteredCount--;
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_bufferReleasedCount++;
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_releasedBufferIndex = (_releasedBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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}
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/// <summary>
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/// Update the released buffers.
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/// </summary>
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/// <param name="updateForStop">True if the session is currently stopping</param>
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private void UpdateReleaseBuffers(bool updateForStop = false)
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{
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bool wasAnyBuffersReleased = false;
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while (TryGetPlayingBufferIndex(out uint playingIndex))
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{
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if (!updateForStop && !_hardwareDeviceSession.WasBufferFullyConsumed(_buffers[playingIndex]))
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{
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break;
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}
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if (updateForStop)
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{
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_hardwareDeviceSession.UnregisterBuffer(_buffers[playingIndex]);
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}
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ReleaseBuffer(_buffers[playingIndex]);
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wasAnyBuffersReleased = true;
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}
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if (wasAnyBuffersReleased)
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{
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_bufferEvent.Signal();
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}
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}
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/// <summary>
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/// Append a new <see cref="AudioBuffer"/>.
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/// </summary>
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/// <param name="buffer">The <see cref="AudioBuffer"/> to append</param>
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/// <returns>True if the buffer was appended</returns>
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public bool AppendBuffer(AudioBuffer buffer)
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{
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if (_hardwareDeviceSession.RegisterBuffer(buffer))
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{
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if (RegisterBuffer(buffer))
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{
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FlushToHardware();
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return true;
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}
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_hardwareDeviceSession.UnregisterBuffer(buffer);
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}
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return false;
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}
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public bool AppendUacBuffer(AudioBuffer buffer, uint handle)
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{
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// NOTE: On hardware, there is another RegisterBuffer method taking an handle.
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// This variant of the call always return false (stubbed?) as a result this logic will never succeed.
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return false;
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}
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/// <summary>
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/// Start the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Start()
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{
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if (_state == AudioDeviceState.Started)
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{
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return ResultCode.OperationFailed;
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}
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_hardwareDeviceSession.Start();
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_state = AudioDeviceState.Started;
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FlushToHardware();
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_hardwareDeviceSession.SetVolume(_volume);
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return ResultCode.Success;
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}
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/// <summary>
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/// Stop the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Stop()
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{
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if (_state == AudioDeviceState.Started)
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{
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_hardwareDeviceSession.Stop();
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UpdateReleaseBuffers(true);
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_state = AudioDeviceState.Stopped;
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}
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return ResultCode.Success;
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}
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/// <summary>
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/// Get the volume of the session.
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/// </summary>
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/// <returns>The volume of the session</returns>
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public float GetVolume()
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{
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return _hardwareDeviceSession.GetVolume();
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}
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/// <summary>
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/// Set the volume of the session.
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/// </summary>
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/// <param name="volume">The new volume to set</param>
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public void SetVolume(float volume)
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{
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_volume = volume;
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if (_state == AudioDeviceState.Started)
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{
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_hardwareDeviceSession.SetVolume(volume);
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}
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}
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/// <summary>
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/// Get the count of buffer currently in use (server + driver side).
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/// </summary>
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/// <returns>The count of buffer currently in use</returns>
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public uint GetBufferCount()
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{
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return _bufferAppendedCount + _bufferRegisteredCount;
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}
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/// <summary>
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/// Check if a buffer is present.
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/// </summary>
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/// <param name="bufferTag">The unique tag of the buffer</param>
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/// <returns>Return true if a buffer is present</returns>
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public bool ContainsBuffer(ulong bufferTag)
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{
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uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
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for (int i = 0; i < GetTotalBufferCount(); i++)
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{
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if (_buffers[bufferIndex].BufferTag == bufferTag)
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{
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return true;
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}
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bufferIndex = (bufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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}
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return false;
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}
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/// <summary>
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/// Get the count of sample played in this session.
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/// </summary>
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/// <returns>The count of sample played in this session</returns>
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public ulong GetPlayedSampleCount()
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{
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if (_state == AudioDeviceState.Stopped)
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{
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return 0;
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}
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else
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{
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return _hardwareDeviceSession.GetPlayedSampleCount();
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}
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}
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/// <summary>
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/// Flush all buffers to the initial state.
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/// </summary>
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/// <returns>True if any buffer was flushed</returns>
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public bool FlushBuffers()
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{
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if (_state == AudioDeviceState.Stopped)
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{
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return false;
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}
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uint bufferCount = GetBufferCount();
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while (TryPopReleasedBuffer(out AudioBuffer buffer))
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{
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_hardwareDeviceSession.UnregisterBuffer(buffer);
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}
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while (TryPopPlayingBuffer(out AudioBuffer buffer))
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{
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_hardwareDeviceSession.UnregisterBuffer(buffer);
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}
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if (_bufferRegisteredCount == 0 || (_bufferReleasedCount + _bufferAppendedCount) > Constants.AudioDeviceBufferCountMax)
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{
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return false;
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}
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_bufferReleasedCount += _bufferAppendedCount;
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_releasedBufferIndex = (_releasedBufferIndex + _bufferAppendedCount) % Constants.AudioDeviceBufferCountMax;
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_bufferAppendedCount = 0;
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_hardwareBufferIndex = _serverBufferIndex;
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if (bufferCount > 0)
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{
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_bufferEvent.Signal();
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}
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return true;
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}
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/// <summary>
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/// Update the session.
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/// </summary>
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public void Update()
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{
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if (_state == AudioDeviceState.Started)
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{
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UpdateReleaseBuffers();
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FlushToHardware();
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}
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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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// Tell the hardware session that we are ending.
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_hardwareDeviceSession.PrepareToClose();
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// Unregister all buffers
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while (TryPopReleasedBuffer(out AudioBuffer buffer))
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{
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_hardwareDeviceSession.UnregisterBuffer(buffer);
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}
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while (TryPopPlayingBuffer(out AudioBuffer buffer))
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{
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_hardwareDeviceSession.UnregisterBuffer(buffer);
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}
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// Finally dispose hardware session.
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_hardwareDeviceSession.Dispose();
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_bufferEvent.Signal();
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}
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}
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}
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} |