560ccbeb2d
* Refactoring commands handling - Use Reflection to handle commands ID. - Add all symbols (from SwIPC so not all time accurate). - Re-sort some services commands methods. - Some cleanup. - Keep some empty constructor for consistency. * Fix order in IProfile
83 lines
No EOL
2.5 KiB
C#
83 lines
No EOL
2.5 KiB
C#
using Concentus.Structs;
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using static Ryujinx.HLE.HOS.ErrorCode;
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namespace Ryujinx.HLE.HOS.Services.Aud
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{
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class IHardwareOpusDecoder : IpcService
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{
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private const int FixedSampleRate = 48000;
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private int _sampleRate;
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private int _channelsCount;
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private OpusDecoder _decoder;
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public IHardwareOpusDecoder(int sampleRate, int channelsCount)
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{
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_sampleRate = sampleRate;
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_channelsCount = channelsCount;
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_decoder = new OpusDecoder(FixedSampleRate, channelsCount);
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}
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[Command(0)]
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// DecodeInterleaved(buffer<unknown, 5>) -> (u32, u32, buffer<unknown, 6>)
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public long DecodeInterleaved(ServiceCtx context)
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{
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long inPosition = context.Request.SendBuff[0].Position;
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long inSize = context.Request.SendBuff[0].Size;
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if (inSize < 8)
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{
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return MakeError(ErrorModule.Audio, AudErr.OpusInvalidInput);
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}
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long outPosition = context.Request.ReceiveBuff[0].Position;
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long outSize = context.Request.ReceiveBuff[0].Size;
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byte[] opusData = context.Memory.ReadBytes(inPosition, inSize);
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int processed = ((opusData[0] << 24) |
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(opusData[1] << 16) |
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(opusData[2] << 8) |
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(opusData[3] << 0)) + 8;
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if ((uint)processed > (ulong)inSize)
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{
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return MakeError(ErrorModule.Audio, AudErr.OpusInvalidInput);
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}
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short[] pcm = new short[outSize / 2];
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int frameSize = pcm.Length / (_channelsCount * 2);
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int samples = _decoder.Decode(opusData, 0, opusData.Length, pcm, 0, frameSize);
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foreach (short sample in pcm)
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{
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context.Memory.WriteInt16(outPosition, sample);
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outPosition += 2;
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}
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context.ResponseData.Write(processed);
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context.ResponseData.Write(samples);
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return 0;
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}
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[Command(4)]
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// DecodeInterleavedWithPerf(buffer<unknown, 5>) -> (u32, u32, u64, buffer<unknown, 0x46>)
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public long DecodeInterleavedWithPerf(ServiceCtx context)
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{
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long result = DecodeInterleaved(context);
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// TODO: Figure out what this value is.
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// According to switchbrew, it is now used.
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context.ResponseData.Write(0L);
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return result;
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}
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}
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} |