Switch: Clean up audio queue handling

This commit is contained in:
Vicki Pfau 2021-03-27 21:34:06 -07:00
parent aec8ef45ef
commit 4021452f5a
1 changed files with 34 additions and 19 deletions

View File

@ -21,10 +21,15 @@
#define AUTO_INPUT 0x4E585031
#define SAMPLES 0x200
#define BUFFER_SIZE 0x1000
#define N_BUFFERS 4
#define ANALOG_DEADZONE 0x4000
#if (SAMPLES * 4) < 0x1000
#define BUFFER_SIZE 0x1000
#else
#define BUFFER_SIZE (SAMPLES * 4)
#endif
TimeType __nx_time_type = TimeType_UserSystemClock;
static EGLDisplay s_display;
@ -89,7 +94,6 @@ static struct mSwitchRumble {
} rumble;
static struct mRotationSource rotation = {0};
static int audioBufferActive;
static struct GBAStereoSample audioBuffer[N_BUFFERS][SAMPLES] __attribute__((__aligned__(0x1000)));
static AudioOutBuffer audoutBuffer[N_BUFFERS];
static int enqueuedBuffers;
static bool frameLimiter = true;
@ -111,6 +115,8 @@ static float gyroZ = 0;
static float tiltX = 0;
static float tiltY = 0;
static struct GBAStereoSample audioBuffer[N_BUFFERS][BUFFER_SIZE / 4] __attribute__((__aligned__(0x1000)));
static enum ScreenMode {
SM_PA,
SM_AF,
@ -261,6 +267,22 @@ static void _updateRenderer(struct mGUIRunner* runner, bool gl) {
}
}
static int _audioWait(u64 timeout) {
AudioOutBuffer* releasedBuffers;
u32 nReleasedBuffers = 0;
Result rc;
if (timeout) {
rc = audoutWaitPlayFinish(&releasedBuffers, &nReleasedBuffers, timeout);
} else {
rc = audoutGetReleasedAudioOutBuffer(&releasedBuffers, &nReleasedBuffers);
}
if (R_FAILED(rc)) {
return 0;
}
enqueuedBuffers -= nReleasedBuffers;
return nReleasedBuffers;
}
static void _setup(struct mGUIRunner* runner) {
_mapKey(&runner->core->inputMap, AUTO_INPUT, HidNpadButton_A, GBA_KEY_A);
_mapKey(&runner->core->inputMap, AUTO_INPUT, HidNpadButton_B, GBA_KEY_B);
@ -521,10 +543,7 @@ static void _setFrameLimiter(struct mGUIRunner* runner, bool limit) {
UNUSED(runner);
if (!frameLimiter && limit) {
while (enqueuedBuffers > 2) {
AudioOutBuffer* releasedBuffers;
u32 audoutNReleasedBuffers;
audoutWaitPlayFinish(&releasedBuffers, &audoutNReleasedBuffers, 100000000);
enqueuedBuffers -= audoutNReleasedBuffers;
_audioWait(100000000);
}
}
frameLimiter = limit;
@ -551,29 +570,25 @@ static bool _running(struct mGUIRunner* runner) {
static void _postAudioBuffer(struct mAVStream* stream, blip_t* left, blip_t* right) {
UNUSED(stream);
AudioOutBuffer* releasedBuffers;
u32 audoutNReleasedBuffers;
audoutGetReleasedAudioOutBuffer(&releasedBuffers, &audoutNReleasedBuffers);
enqueuedBuffers -= audoutNReleasedBuffers;
if (!frameLimiter && enqueuedBuffers >= N_BUFFERS) {
blip_clear(left);
blip_clear(right);
return;
}
if (enqueuedBuffers >= N_BUFFERS - 1 && R_SUCCEEDED(audoutWaitPlayFinish(&releasedBuffers, &audoutNReleasedBuffers, 10000000))) {
enqueuedBuffers -= audoutNReleasedBuffers;
_audioWait(0);
while (enqueuedBuffers >= N_BUFFERS - 1) {
if (!frameLimiter) {
blip_clear(left);
blip_clear(right);
return;
}
_audioWait(10000000);
}
if (enqueuedBuffers >= N_BUFFERS) {
blip_clear(left);
blip_clear(right);
return;
}
struct GBAStereoSample* samples = audioBuffer[audioBufferActive];
blip_read_samples(left, &samples[0].left, SAMPLES, true);
blip_read_samples(right, &samples[0].right, SAMPLES, true);
audoutAppendAudioOutBuffer(&audoutBuffer[audioBufferActive]);
audioBufferActive += 1;
++audioBufferActive;
audioBufferActive %= N_BUFFERS;
++enqueuedBuffers;
}