mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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54ea2285f0
* Refactoring of KMemoryManager class * Replace some trivial uses of DRAM address with VA * Get rid of GetDramAddressFromVa * Abstracting more operations on derived page table class * Run auto-format on KPageTableBase * Managed to make TryConvertVaToPa private, few uses remains now * Implement guest physical pages ref counting, remove manual freeing * Make DoMmuOperation private and call new abstract methods only from the base class * Pass pages count rather than size on Map/UnmapMemory * Change memory managers to take host pointers * Fix a guest memory leak and simplify KPageTable * Expose new methods for host range query and mapping * Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists * Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking) * Add a SharedMemoryStorage class, will be useful for host mapping * Sayonara AddVaRangeToPageList, you served us well * Start to implement host memory mapping (WIP) * Support memory tracking through host exception handling * Fix some access violations from HLE service guest memory access and CPU * Fix memory tracking * Fix mapping list bugs, including a race and a error adding mapping ranges * Simple page table for memory tracking * Simple "volatile" region handle mode * Update UBOs directly (experimental, rough) * Fix the overlap check * Only set non-modified buffers as volatile * Fix some memory tracking issues * Fix possible race in MapBufferFromClientProcess (block list updates were not locked) * Write uniform update to memory immediately, only defer the buffer set. * Fix some memory tracking issues * Pass correct pages count on shared memory unmap * Armeilleure Signal Handler v1 + Unix changes Unix currently behaves like windows, rather than remapping physical * Actually check if the host platform is unix * Fix decommit on linux. * Implement windows 10 placeholder shared memory, fix a buffer issue. * Make PTC version something that will never match with master * Remove testing variable for block count * Add reference count for memory manager, fix dispose Can still deadlock with OpenAL * Add address validation, use page table for mapped check, add docs Might clean up the page table traversing routines. * Implement batched mapping/tracking. * Move documentation, fix tests. * Cleanup uniform buffer update stuff. * Remove unnecessary assignment. * Add unsafe host mapped memory switch On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work. * Remove C# exception handlers They have issues due to current .NET limitations, so the meilleure one fully replaces them for now. * Fix MapPhysicalMemory on the software MemoryManager. * Null check for GetHostAddress, docs * Add configuration for setting memory manager mode (not in UI yet) * Add config to UI * Fix type mismatch on Unix signal handler code emit * Fix 6GB DRAM mode. The size can be greater than `uint.MaxValue` when the DRAM is >4GB. * Address some feedback. * More detailed error if backing memory cannot be mapped. * SetLastError on all OS functions for consistency * Force pages dirty with UBO update instead of setting them directly. Seems to be much faster across a few games. Need retesting. * Rebase, configuration rework, fix mem tracking regression * Fix race in FreePages * Set memory managers null after decrementing ref count * Remove readonly keyword, as this is now modified. * Use a local variable for the signal handler rather than a register. * Fix bug with buffer resize, and index/uniform buffer binding. Should fix flickering in games. * Add InvalidAccessHandler to MemoryTracking Doesn't do anything yet * Call invalid access handler on unmapped read/write. Same rules as the regular memory manager. * Make unsafe mapped memory its own MemoryManagerType * Move FlushUboDirty into UpdateState. * Buffer dirty cache, rather than ubo cache Much cleaner, may be reusable for Inline2Memory updates. * This doesn't return anything anymore. * Add sigaction remove methods, correct a few function signatures. * Return empty list of physical regions for size 0. * Also on AddressSpaceManager Co-authored-by: gdkchan <gab.dark.100@gmail.com>
348 lines
11 KiB
C#
348 lines
11 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 Ryujinx.Audio.Integration;
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using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// The audio renderer manager.
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/// </summary>
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public class AudioRendererManager : IDisposable
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{
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/// <summary>
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/// Lock used for session allocation.
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/// </summary>
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private object _sessionLock = new object();
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/// <summary>
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/// Lock used to control the <see cref="AudioProcessor"/> running state.
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/// </summary>
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private object _audioProcessorLock = new object();
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/// <summary>
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/// The session ids allocation table.
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/// </summary>
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private int[] _sessionIds;
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/// <summary>
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/// The events linked to each session.
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/// </summary>
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private IWritableEvent[] _sessionsSystemEvent;
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/// <summary>
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/// The <see cref="AudioRenderSystem"/> sessions instances.
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/// </summary>
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private AudioRenderSystem[] _sessions;
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/// <summary>
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/// The count of active sessions.
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/// </summary>
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private int _activeSessionCount;
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/// <summary>
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/// The worker thread used to run <see cref="SendCommands"/>.
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/// </summary>
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private Thread _workerThread;
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/// <summary>
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/// Indicate if the worker thread and <see cref="AudioProcessor"/> are running.
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/// </summary>
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private bool _isRunning;
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/// <summary>
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/// The audio device driver to create audio outputs.
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/// </summary>
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private IHardwareDeviceDriver _deviceDriver;
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/// <summary>
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/// The <see cref="AudioProcessor"/> instance associated to this manager.
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/// </summary>
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public AudioProcessor Processor { get; }
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/// <summary>
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/// Create a new <see cref="AudioRendererManager"/>.
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/// </summary>
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public AudioRendererManager()
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{
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Processor = new AudioProcessor();
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_sessionIds = new int[Constants.AudioRendererSessionCountMax];
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_sessions = new AudioRenderSystem[Constants.AudioRendererSessionCountMax];
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_activeSessionCount = 0;
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for (int i = 0; i < _sessionIds.Length; i++)
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{
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_sessionIds[i] = i;
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}
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}
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/// <summary>
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/// Initialize the <see cref="AudioRendererManager"/>.
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/// </summary>
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/// <param name="sessionSystemEvents">The events associated to each session.</param>
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/// <param name="deviceDriver">The device driver to use to create audio outputs.</param>
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public void Initialize(IWritableEvent[] sessionSystemEvents, IHardwareDeviceDriver deviceDriver)
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{
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_sessionsSystemEvent = sessionSystemEvents;
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_deviceDriver = deviceDriver;
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}
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/// <summary>
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/// Get the work buffer size required by a session.
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/// </summary>
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/// <param name="parameter">The user configuration</param>
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/// <returns>The work buffer size required by a session.</returns>
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public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
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{
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return AudioRenderSystem.GetWorkBufferSize(ref parameter);
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}
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/// <summary>
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/// Acquire a new session id.
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/// </summary>
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/// <returns>A new session id.</returns>
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private int AcquireSessionId()
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{
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lock (_sessionLock)
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{
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int index = _activeSessionCount;
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Debug.Assert(index < _sessionIds.Length);
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int sessionId = _sessionIds[index];
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_sessionIds[index] = -1;
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_activeSessionCount++;
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Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new renderer ({sessionId})");
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return sessionId;
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}
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}
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/// <summary>
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/// Release a given <paramref name="sessionId"/>.
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/// </summary>
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/// <param name="sessionId">The session id to release.</param>
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private void ReleaseSessionId(int sessionId)
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{
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lock (_sessionLock)
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{
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Debug.Assert(_activeSessionCount > 0);
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int newIndex = --_activeSessionCount;
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_sessionIds[newIndex] = sessionId;
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}
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Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered renderer ({sessionId})");
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}
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/// <summary>
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/// Check if there is any audio renderer active.
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/// </summary>
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/// <returns>Returns true if there is any audio renderer active.</returns>
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private bool HasAnyActiveRendererLocked()
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{
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foreach (AudioRenderSystem renderer in _sessions)
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{
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if (renderer != null)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Start the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StartLocked()
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{
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_isRunning = true;
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// TODO: virtual device mapping (IAudioDevice)
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Processor.Start(_deviceDriver);
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_workerThread = new Thread(SendCommands)
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{
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Name = "AudioRendererManager.Worker"
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};
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_workerThread.Start();
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}
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/// <summary>
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/// Stop the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StopLocked()
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{
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_isRunning = false;
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_workerThread.Join();
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Processor.Stop();
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Logger.Info?.Print(LogClass.AudioRenderer, "Stopped audio renderer");
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}
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/// <summary>
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/// Worker main function. This is used to dispatch audio renderer commands to the <see cref="AudioProcessor"/>.
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/// </summary>
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private void SendCommands()
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{
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Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio renderer");
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Processor.Wait();
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while (_isRunning)
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{
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lock (_sessionLock)
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{
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foreach(AudioRenderSystem renderer in _sessions)
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{
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renderer?.SendCommands();
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}
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}
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Processor.Signal();
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Processor.Wait();
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}
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}
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/// <summary>
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/// Register a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to register.</param>
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private void Register(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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_sessions[renderer.GetSessionId()] = renderer;
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}
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lock (_audioProcessorLock)
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{
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if (!_isRunning)
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{
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StartLocked();
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}
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}
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}
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/// <summary>
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/// Unregister a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to unregister.</param>
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internal void Unregister(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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int sessionId = renderer.GetSessionId();
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_sessions[renderer.GetSessionId()] = null;
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ReleaseSessionId(sessionId);
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}
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lock (_audioProcessorLock)
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{
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if (_isRunning && !HasAnyActiveRendererLocked())
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{
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StopLocked();
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}
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}
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}
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/// <summary>
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/// Open a new <see cref="AudioRenderSystem"/>
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/// </summary>
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/// <param name="renderer">The new <see cref="AudioRenderSystem"/></param>
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/// <param name="memoryManager">The memory manager that will be used for all guest memory operations.</param>
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/// <param name="parameter">The user configuration</param>
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/// <param name="appletResourceUserId">The applet resource user id of the application.</param>
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/// <param name="workBufferAddress">The guest work buffer address.</param>
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/// <param name="workBufferSize">The guest work buffer size.</param>
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/// <param name="processHandle">The process handle of the application.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, IVirtualMemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
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{
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int sessionId = AcquireSessionId();
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AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
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ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
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if (result == ResultCode.Success)
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{
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renderer = audioRenderer;
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Register(renderer);
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}
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else
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{
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ReleaseSessionId(sessionId);
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renderer = null;
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}
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return result;
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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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// Clone the sessions array to dispose them outside the lock.
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AudioRenderSystem[] sessions;
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lock (_sessionLock)
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{
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sessions = _sessions.ToArray();
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}
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foreach (AudioRenderSystem renderer in sessions)
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{
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renderer?.Dispose();
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}
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lock (_audioProcessorLock)
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{
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if (_isRunning)
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{
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StopLocked();
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}
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}
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Processor.Dispose();
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}
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}
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}
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}
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