Rework ADSP into a wrapper for apps
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173 changed files with 1059 additions and 1265 deletions
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src/audio_core/adsp/adsp.h
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src/audio_core/adsp/adsp.h
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "audio_core/adsp/apps/audio_renderer/audio_renderer.h"
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#include "common/common_types.h"
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namespace Core {
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class System;
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} // namespace Core
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namespace AudioCore {
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namespace Sink {
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class Sink;
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}
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namespace ADSP {
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/**
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* Represents the ADSP embedded within the audio sysmodule.
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* This is a 32-bit Linux4Tegra kernel from nVidia, which is launched with the sysmodule on boot.
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*
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* The kernel will run the apps you write for it, Nintendo have the following:
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*
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* Gmix - Responsible for mixing final audio and sending it out to hardware. This is last place all
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* audio samples end up, and we skip it entirely, since we have very different backends and
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* mixing is implicitly handled by the OS (but also due to lack of research/simplicity).
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*
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* AudioRenderer - Receives command lists generated by the audio render
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* system on the host, processes them, and sends the samples to Gmix.
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*
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* OpusDecoder - Contains libopus, and decodes Opus audio packets into raw pcm data.
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*
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* Communication between the host and ADSP is done through mailboxes, and mapping of shared memory.
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*/
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class ADSP {
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public:
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explicit ADSP(Core::System& system, Sink::Sink& sink);
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~ADSP() = default;
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AudioRenderer::AudioRenderer& AudioRenderer();
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private:
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/// AudioRenderer app
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std::unique_ptr<AudioRenderer::AudioRenderer> audio_renderer{};
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};
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} // namespace ADSP
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} // namespace AudioCore
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