Ryujinx-uplift/Ryujinx.Audio.Backends.OpenAL/OpenALHardwareDeviceDriver.cs
Mary 6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* openal: Update to OpenTK 4

* Ryujinx.Graphics.OpenGL: Update to OpenTK 4

* Entirely removed OpenTK 3, still wip

* Use SPB for context creation and handling

Still need to test on GLX and readd input support

* Start implementing a new input system

So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal

Button mapping backend is implemented

TODO: front end, configuration handling and configuration migration
TODO: keyboard support

* Enforce RGB only framebuffer on the GLWidget

Fix possible transparent window

* Implement UI gamepad frontend

Also fix bad mapping of minus button and ensure gamepad config is updated in real time

* Handle controller being disconnected and reconnected again

* Revert "Enforce RGB only framebuffer on the GLWidget"

This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.

* Fix first color clear

* Filter SDL2 events a bit

* Start working on the keyboard detail

- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver

* Add KeyboardStateSnapshot and its integration

* Implement keyboard assigner and GTK3 key mapping

TODO: controller configuration mapping and IGamepad implementation for keyboard

* Add missing SR and SL definitions

* Fix copy pasta mistake on config for previous commit

* Implement IGamepad interface for GTK3 keyboard

* Fix some implementation still being commented in the controller ui for keyboard

* Port screen handle code

* Remove all configuration management code and move HidNew to Hid

* Rename InputConfigNew to InputConfig

* Add a version field to the input config

* Prepare serialization and deserialization of new input config and migrate profile loading and saving

* Support input configuration saving to config and bump config version to 23.

* Clean up in ConfigurationState

* Reference SPB via a nuget package

* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2

* move GTK3 input to the right directory

* Fix triggers on SDL2

* Update to SDL2 2.0.14 via our own fork

* Update buttons definition for SDL2 2.0.14 and report gamepad features

* Implement motion support again with SDL2

TODO: cemu hooks integration

* Switch to latest of nightly SDL2

* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index

* Ensure values are set in UI when the gamepad get hot plugged

* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids

This fixes permanent rumble of pro controller in some hotplug scenario

* Fix more UI bugs

* Move legcay motion code around before reintegration

* gamecontroller UI tweaks here and there

* Hide Motion on non motion configurations

* Update the TODO grave

Some TODO were fixed long time ago or are quite oudated...

* Integrate cemu hooks motion configuration

* Integrate cemu hooks configuration options to the UI again

* cemuhooks => cemuhooks

* Add cemu hook support again

* Fix regression on normal motion and fix some very nasty bugs around

* Fix for XCB multithreads issue on Linux

* Enable motion by default

* Block inputs in the main view when in the controller configuration window

* Some fixes for the controller ui again

* Add joycon support and fixes other hints

* Bug fixes and clean up

- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad

* Move the button assigner and motion logic to the Ryujinx.Input project

* Reimplement raw keyboard hle input

Also move out the logic of the hotkeys

* Move all remaining Input manager stuffs to the Ryujinx.Input project

* Increment configuration version yet again because of master changes

* Ensure input config isn't null when not present

* Fixes for VS not being nice

* Fix broken gamepad caching logic causing crashes on ui

* Ensure the background context is destroyed

* Update dependencies

* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions

Also updated the debug Config.json

* Document new input APIs

* Isolate SDL2Driver to the project and remove external export of it

* Add support for external gamepad db mappings on SDL2

* Last clean up before PR

* Addresses first part of comments

* Address gdkchan's comments

* Do not use JsonException

* Last comment fixes
2021-04-14 12:28:43 +02:00

176 lines
4.8 KiB
C#

using OpenTK.Audio.OpenAL;
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.OpenAL
{
public class OpenALHardwareDeviceDriver : IHardwareDeviceDriver
{
private object _lock = new object();
private ALDevice _device;
private ALContext _context;
private ManualResetEvent _updateRequiredEvent;
private List<OpenALHardwareDeviceSession> _sessions;
private bool _stillRunning;
private Thread _updaterThread;
public OpenALHardwareDeviceDriver()
{
_device = ALC.OpenDevice("");
_context = ALC.CreateContext(_device, new ALContextAttributes());
_updateRequiredEvent = new ManualResetEvent(false);
_sessions = new List<OpenALHardwareDeviceSession>();
_stillRunning = true;
_updaterThread = new Thread(Update)
{
Name = "HardwareDeviceDriver.OpenAL"
};
_updaterThread.Start();
}
public static bool IsSupported
{
get
{
try
{
return ALC.GetStringList(GetEnumerationStringList.DeviceSpecifier).Any();
}
catch
{
return false;
}
}
}
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (direction != Direction.Output)
{
throw new ArgumentException($"{direction}");
}
else if (!SupportsChannelCount(channelCount))
{
throw new ArgumentException($"{channelCount}");
}
lock (_lock)
{
OpenALHardwareDeviceSession session = new OpenALHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
_sessions.Add(session);
return session;
}
}
internal void Unregister(OpenALHardwareDeviceSession session)
{
lock (_lock)
{
_sessions.Remove(session);
}
}
public ManualResetEvent GetUpdateRequiredEvent()
{
return _updateRequiredEvent;
}
private void Update()
{
ALC.MakeContextCurrent(_context);
while (_stillRunning)
{
bool updateRequired = false;
lock (_lock)
{
foreach (OpenALHardwareDeviceSession session in _sessions)
{
if (session.Update())
{
updateRequired = true;
}
}
}
if (updateRequired)
{
_updateRequiredEvent.Set();
}
// If it's not slept it will waste cycles.
Thread.Sleep(10);
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
lock (_lock)
{
_stillRunning = false;
_updaterThread.Join();
// Loop against all sessions to dispose them (they will unregister themself)
while (_sessions.Count > 0)
{
OpenALHardwareDeviceSession session = _sessions[0];
session.Dispose();
}
}
ALC.DestroyContext(_context);
ALC.CloseDevice(_device);
}
}
public bool SupportsSampleRate(uint sampleRate)
{
return true;
}
public bool SupportsSampleFormat(SampleFormat sampleFormat)
{
return true;
}
public bool SupportsChannelCount(uint channelCount)
{
return channelCount == 1 || channelCount == 2 || channelCount == 6;
}
public bool SupportsDirection(Direction direction)
{
return direction == Direction.Output;
}
}
}