mirror of
https://github.com/GreemDev/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.
303 lines
12 KiB
C#
303 lines
12 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using Ryujinx.Common;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Splitter
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{
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/// <summary>
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/// Splitter context.
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/// </summary>
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public class SplitterContext
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{
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/// <summary>
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/// Storage for <see cref="SplitterState"/>.
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/// </summary>
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private Memory<SplitterState> _splitters;
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/// <summary>
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/// Storage for <see cref="SplitterDestination"/>.
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/// </summary>
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private Memory<SplitterDestination> _splitterDestinations;
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/// <summary>
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/// If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.
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/// </summary>
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public bool IsBugFixed { get; private set; }
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/// <summary>
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/// Initialize <see cref="SplitterContext"/>.
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/// </summary>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <param name="parameter">The audio renderer configuration.</param>
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/// <param name="workBufferAllocator">The <see cref="WorkBufferAllocator"/>.</param>
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/// <returns>Return true if the initialization was successful.</returns>
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public bool Initialize(ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter, WorkBufferAllocator workBufferAllocator)
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{
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if (!behaviourContext.IsSplitterSupported() || parameter.SplitterCount <= 0 || parameter.SplitterDestinationCount <= 0)
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{
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Setup(Memory<SplitterState>.Empty, Memory<SplitterDestination>.Empty, false);
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return true;
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}
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Memory<SplitterState> splitters = workBufferAllocator.Allocate<SplitterState>(parameter.SplitterCount, SplitterState.Alignment);
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if (splitters.IsEmpty)
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{
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return false;
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}
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int splitterId = 0;
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foreach (ref SplitterState splitter in splitters.Span)
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{
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splitter = new SplitterState(splitterId++);
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}
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Memory<SplitterDestination> splitterDestinations = workBufferAllocator.Allocate<SplitterDestination>(parameter.SplitterDestinationCount,
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SplitterDestination.Alignment);
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if (splitterDestinations.IsEmpty)
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{
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return false;
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}
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int splitterDestinationId = 0;
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foreach (ref SplitterDestination data in splitterDestinations.Span)
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{
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data = new SplitterDestination(splitterDestinationId++);
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}
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SplitterState.InitializeSplitters(splitters.Span);
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Setup(splitters, splitterDestinations, behaviourContext.IsSplitterBugFixed());
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return true;
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}
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/// <summary>
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/// Get the work buffer size while adding the size needed for splitter to operate.
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/// </summary>
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/// <param name="size">The current size.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <param name="parameter">The renderer configuration.</param>
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/// <returns>Return the new size taking splitter into account.</returns>
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public static ulong GetWorkBufferSize(ulong size, ref BehaviourContext behaviourContext, ref AudioRendererConfiguration parameter)
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{
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if (behaviourContext.IsSplitterSupported())
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{
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size = WorkBufferAllocator.GetTargetSize<SplitterState>(size, parameter.SplitterCount, SplitterState.Alignment);
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size = WorkBufferAllocator.GetTargetSize<SplitterDestination>(size, parameter.SplitterDestinationCount, SplitterDestination.Alignment);
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if (behaviourContext.IsSplitterBugFixed())
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{
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size = WorkBufferAllocator.GetTargetSize<int>(size, parameter.SplitterDestinationCount, 0x10);
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}
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return size;
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}
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else
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{
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return size;
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}
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}
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/// <summary>
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/// Setup the <see cref="SplitterContext"/> instance.
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/// </summary>
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/// <param name="splitters">The <see cref="SplitterState"/> storage.</param>
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/// <param name="splitterDestinations">The <see cref="SplitterDestination"/> storage.</param>
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/// <param name="isBugFixed">If set to true, trust the user destination count in <see cref="SplitterState.Update(SplitterContext, ref SplitterInParameter, ReadOnlySpan{byte})"/>.</param>
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private void Setup(Memory<SplitterState> splitters, Memory<SplitterDestination> splitterDestinations, bool isBugFixed)
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{
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_splitters = splitters;
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_splitterDestinations = splitterDestinations;
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IsBugFixed = isBugFixed;
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}
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/// <summary>
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/// Clear the new connection flag.
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/// </summary>
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private void ClearAllNewConnectionFlag()
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{
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foreach (ref SplitterState splitter in _splitters.Span)
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{
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splitter.ClearNewConnectionFlag();
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}
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}
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/// <summary>
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/// Get the destination count using the count of splitter.
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/// </summary>
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/// <returns>The destination count using the count of splitter.</returns>
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public int GetDestinationCountPerStateForCompatibility()
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{
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if (_splitters.IsEmpty)
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{
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return 0;
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}
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return _splitterDestinations.Length / _splitters.Length;
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}
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/// <summary>
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/// Update one or multiple <see cref="SplitterState"/> from user parameters.
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/// </summary>
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/// <param name="inputHeader">The splitter header.</param>
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/// <param name="input">The raw data after the splitter header.</param>
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private void UpdateState(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
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{
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for (int i = 0; i < inputHeader.SplitterCount; i++)
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{
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SplitterInParameter parameter = MemoryMarshal.Read<SplitterInParameter>(input);
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Debug.Assert(parameter.IsMagicValid());
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if (parameter.IsMagicValid())
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{
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if (parameter.Id >= 0 && parameter.Id < _splitters.Length)
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{
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ref SplitterState splitter = ref GetState(parameter.Id);
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splitter.Update(this, ref parameter, input.Slice(Unsafe.SizeOf<SplitterInParameter>()));
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}
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input = input.Slice(0x1C + (int)parameter.DestinationCount * 4);
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}
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}
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}
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/// <summary>
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/// Update one or multiple <see cref="SplitterDestination"/> from user parameters.
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/// </summary>
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/// <param name="inputHeader">The splitter header.</param>
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/// <param name="input">The raw data after the splitter header.</param>
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private void UpdateData(ref SplitterInParameterHeader inputHeader, ref ReadOnlySpan<byte> input)
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{
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for (int i = 0; i < inputHeader.SplitterDestinationCount; i++)
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{
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SplitterDestinationInParameter parameter = MemoryMarshal.Read<SplitterDestinationInParameter>(input);
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Debug.Assert(parameter.IsMagicValid());
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if (parameter.IsMagicValid())
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{
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if (parameter.Id >= 0 && parameter.Id < _splitterDestinations.Length)
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{
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ref SplitterDestination destination = ref GetDestination(parameter.Id);
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destination.Update(parameter);
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}
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input = input.Slice(Unsafe.SizeOf<SplitterDestinationInParameter>());
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}
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}
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}
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/// <summary>
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/// Update splitter from user parameters.
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/// </summary>
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/// <param name="input">The input raw user data.</param>
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/// <param name="consumedSize">The total consumed size.</param>
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/// <returns>Return true if the update was successful.</returns>
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public bool Update(ReadOnlySpan<byte> input, out int consumedSize)
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{
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if (_splitterDestinations.IsEmpty || _splitters.IsEmpty)
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{
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consumedSize = 0;
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return true;
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}
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int originalSize = input.Length;
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SplitterInParameterHeader header = SpanIOHelper.Read<SplitterInParameterHeader>(ref input);
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if (header.IsMagicValid())
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{
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ClearAllNewConnectionFlag();
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UpdateState(ref header, ref input);
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UpdateData(ref header, ref input);
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consumedSize = BitUtils.AlignUp(originalSize - input.Length, 0x10);
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return true;
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}
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else
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{
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consumedSize = 0;
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return false;
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}
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}
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/// <summary>
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/// Get a reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="SplitterState"/> at the given <paramref name="id"/>.</returns>
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public ref SplitterState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_splitters, id, (uint)_splitters.Length);
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}
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/// <summary>
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/// Get a reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="SplitterDestination"/> at the given <paramref name="id"/>.</returns>
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public ref SplitterDestination GetDestination(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
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}
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/// <summary>
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/// Get a <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{SplitterDestination}"/> at the given <paramref name="id"/>.</returns>
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public Memory<SplitterDestination> GetDestinationMemory(int id)
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{
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return SpanIOHelper.GetMemory(_splitterDestinations, id, (uint)_splitterDestinations.Length);
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}
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/// <summary>
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/// Get a <see cref="Span{SplitterDestination}"/> in the <see cref="SplitterState"/> at <paramref name="id"/> and pass <paramref name="destinationId"/> to <see cref="SplitterState.GetData(int)"/>.
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/// </summary>
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/// <param name="id">The index to use to get the <see cref="SplitterState"/>.</param>
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/// <param name="destinationId">The index of the <see cref="SplitterDestination"/>.</param>
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/// <returns>A <see cref="Span{SplitterDestination}"/>.</returns>
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public Span<SplitterDestination> GetDestination(int id, int destinationId)
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{
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ref SplitterState splitter = ref GetState(id);
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return splitter.GetData(destinationId);
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}
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/// <summary>
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/// Return true if the audio renderer has any splitters.
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/// </summary>
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/// <returns>True if the audio renderer has any splitters.</returns>
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public bool UsingSplitter()
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{
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return !_splitters.IsEmpty && !_splitterDestinations.IsEmpty;
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}
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/// <summary>
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/// Update the internal state of all splitters.
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/// </summary>
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public void UpdateInternalState()
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{
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foreach (ref SplitterState splitter in _splitters.Span)
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{
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splitter.UpdateInternalState();
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}
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}
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}
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} |