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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
124 lines
6.6 KiB
C#
124 lines
6.6 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.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Server.Performance
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{
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public abstract class PerformanceManager
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{
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/// <summary>
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/// Get the required size for a single performance frame.
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/// </summary>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <returns>The required size for a single performance frame.</returns>
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public static ulong GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref AudioRendererConfiguration parameter, ref BehaviourContext behaviourContext)
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{
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uint version = behaviourContext.GetPerformanceMetricsDataFormat();
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if (version == 2)
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{
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return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion2,
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PerformanceEntryVersion2,
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PerformanceDetailVersion2>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
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}
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else if (version == 1)
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{
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return (ulong)PerformanceManagerGeneric<PerformanceFrameHeaderVersion1,
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PerformanceEntryVersion1,
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PerformanceDetailVersion1>.GetRequiredBufferSizeForPerformanceMetricsPerFrame(ref parameter);
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}
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throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
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}
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/// <summary>
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/// Copy the performance frame history to the supplied user buffer and returns the size copied.
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/// </summary>
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/// <param name="performanceOutput">The supplied user buffer to store the performance frame into.</param>
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/// <returns>The size copied to the supplied buffer.</returns>
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public abstract uint CopyHistories(Span<byte> performanceOutput);
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/// <summary>
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/// Set the target node id to profile.
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/// </summary>
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/// <param name="target">The target node id to profile.</param>
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public abstract void SetTargetNodeId(int target);
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/// <summary>
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/// Check if the given target node id is profiled.
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/// </summary>
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/// <param name="target">The target node id to check.</param>
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/// <returns>Return true, if the given target node id is profiled.</returns>
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public abstract bool IsTargetNodeId(int target);
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/// <summary>
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/// Get the next buffer to store a performance entry.
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/// </summary>
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/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
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/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
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/// <param name="nodeId">The node id of the entry.</param>
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/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
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public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceEntryType entryType, int nodeId);
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/// <summary>
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/// Get the next buffer to store a performance detailed entry.
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/// </summary>
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/// <param name="performanceEntry">The output <see cref="PerformanceEntryAddresses"/>.</param>
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/// <param name="detailType">The <see cref="PerformanceDetailType"/> info.</param>
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/// <param name="entryType">The <see cref="PerformanceEntryType"/> info.</param>
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/// <param name="nodeId">The node id of the entry.</param>
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/// <returns>Return true, if a valid <see cref="PerformanceEntryAddresses"/> was returned.</returns>
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public abstract bool GetNextEntry(out PerformanceEntryAddresses performanceEntry, PerformanceDetailType detailType, PerformanceEntryType entryType, int nodeId);
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/// <summary>
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/// Finalize the current performance frame.
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/// </summary>
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/// <param name="dspRunningBehind">Indicate if the DSP is running behind.</param>
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/// <param name="voiceDropCount">The count of voices that were dropped.</param>
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/// <param name="startRenderingTicks">The start ticks of the audio rendering.</param>
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public abstract void TapFrame(bool dspRunningBehind, uint voiceDropCount, ulong startRenderingTicks);
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/// <summary>
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/// Create a new <see cref="PerformanceManager"/>.
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/// </summary>
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/// <param name="performanceBuffer">The backing memory available for use by the manager.</param>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="behaviourContext">The behaviour context;</param>
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/// <returns>A new <see cref="PerformanceManager"/>.</returns>
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public static PerformanceManager Create(Memory<byte> performanceBuffer, ref AudioRendererConfiguration parameter, BehaviourContext behaviourContext)
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{
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uint version = behaviourContext.GetPerformanceMetricsDataFormat();
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switch (version)
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{
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case 1:
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return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion1, PerformanceEntryVersion1, PerformanceDetailVersion1>(performanceBuffer,
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ref parameter);
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case 2:
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return new PerformanceManagerGeneric<PerformanceFrameHeaderVersion2, PerformanceEntryVersion2, PerformanceDetailVersion2>(performanceBuffer,
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ref parameter);
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default:
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throw new NotImplementedException($"Unknown Performance metrics data format version {version}");
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}
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}
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}
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}
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