audio: Rewrite SoundIo bindings (#4088)
* audio: Rewrite SoundIo bindings This rewrite SoundIo bindings to be safer and not a pedantic autogenerated mess. * Address comments * Switch DllImport to LibraryImport * Address gdkchan's comment
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28 changed files with 701 additions and 2402 deletions
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@ -1,11 +1,12 @@
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Backends.SoundIo.Native;
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using Ryujinx.Audio.Common;
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using Ryujinx.Memory;
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using SoundIOSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using static Ryujinx.Audio.Backends.SoundIo.Native.SoundIo;
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namespace Ryujinx.Audio.Backends.SoundIo
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{
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@ -13,7 +14,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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{
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private SoundIoHardwareDeviceDriver _driver;
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private ConcurrentQueue<SoundIoAudioBuffer> _queuedBuffers;
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private SoundIOOutStream _outputStream;
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private SoundIoOutStreamContext _outputStream;
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private DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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@ -106,9 +107,9 @@ namespace Ryujinx.Audio.Backends.SoundIo
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return;
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}
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SoundIOChannelAreas areas = _outputStream.BeginWrite(ref frameCount);
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Span<SoundIoChannelArea> areas = _outputStream.BeginWrite(ref frameCount);
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int channelCount = areas.ChannelCount;
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int channelCount = areas.Length;
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byte[] samples = new byte[frameCount * bytesPerFrame];
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@ -117,12 +118,12 @@ namespace Ryujinx.Audio.Backends.SoundIo
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// This is a huge ugly block of code, but we save
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// a significant amount of time over the generic
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// loop that handles other channel counts.
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// TODO: Is this still right in 2021?
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// TODO: Is this still right in 2022?
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// Mono
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if (channelCount == 1)
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{
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SoundIOChannelArea area = areas.GetArea(0);
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ref SoundIoChannelArea area = ref areas[0];
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fixed (byte* srcptr = samples)
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{
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@ -167,8 +168,8 @@ namespace Ryujinx.Audio.Backends.SoundIo
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// Stereo
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else if (channelCount == 2)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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ref SoundIoChannelArea area1 = ref areas[0];
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ref SoundIoChannelArea area2 = ref areas[1];
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fixed (byte* srcptr = samples)
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{
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@ -233,12 +234,12 @@ namespace Ryujinx.Audio.Backends.SoundIo
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// Surround
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else if (channelCount == 6)
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{
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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SoundIOChannelArea area3 = areas.GetArea(2);
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SoundIOChannelArea area4 = areas.GetArea(3);
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SoundIOChannelArea area5 = areas.GetArea(4);
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SoundIOChannelArea area6 = areas.GetArea(5);
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ref SoundIoChannelArea area1 = ref areas[0];
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ref SoundIoChannelArea area2 = ref areas[1];
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ref SoundIoChannelArea area3 = ref areas[2];
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ref SoundIoChannelArea area4 = ref areas[3];
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ref SoundIoChannelArea area5 = ref areas[4];
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ref SoundIoChannelArea area6 = ref areas[5];
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fixed (byte* srcptr = samples)
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{
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@ -367,24 +368,18 @@ namespace Ryujinx.Audio.Backends.SoundIo
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// Every other channel count
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else
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{
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SoundIOChannelArea[] channels = new SoundIOChannelArea[channelCount];
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// Obtain the channel area for each channel
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for (int i = 0; i < channelCount; i++)
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{
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channels[i] = areas.GetArea(i);
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}
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fixed (byte* srcptr = samples)
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{
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for (int frame = 0; frame < frameCount; frame++)
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for (int channel = 0; channel < areas.ChannelCount; channel++)
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{
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for (int channel = 0; channel < areas.Length; channel++)
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{
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// Copy channel by channel, frame by frame. This is slow!
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Unsafe.CopyBlockUnaligned((byte*)channels[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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Unsafe.CopyBlockUnaligned((byte*)areas[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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channels[channel].Pointer += channels[channel].Step;
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areas[channel].Pointer += areas[channel].Step;
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}
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}
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}
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}
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