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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <mutex>
#include "audio_core/renderer/adsp/audio_renderer.h"
#include "common/common_types.h"
namespace Core {
namespace Memory {
class Memory;
}
class System;
} // namespace Core
namespace AudioCore {
namespace Sink {
class Sink;
}
namespace AudioRenderer::ADSP {
struct CommandBuffer;
enum class State {
Started,
Stopped,
};
/**
* Represents the ADSP embedded within the audio sysmodule.
* This is a 32-bit Linux4Tegra kernel from nVidia, which is launched with the sysmodule on boot.
*
* The kernel will run apps you program for it, Nintendo have the following:
*
* Gmix - Responsible for mixing final audio and sending it out to hardware. This is last place all
* audio samples end up, and we skip it entirely, since we have very different backends and
* mixing is implicitly handled by the OS (but also due to lack of research/simplicity).
*
* AudioRenderer - Receives command lists generated by the audio render
* system, processes them, and sends the samples to Gmix.
*
* OpusDecoder - Contains libopus, and controls processing Opus audio and sends it to Gmix.
* Not much research done here, TODO if needed.
*
* We only implement the AudioRenderer for now.
*
* Communication for the apps is done through mailboxes, and some shared memory.
*/
class ADSP {
public:
explicit ADSP(Core::System& system, Sink::Sink& sink);
~ADSP();
/**
* Start the ADSP.
*
* @return True if started or already running, otherwise false.
*/
bool Start();
/**
* Stop the ADSP.
*
* @return True if started or already running, otherwise false.
*/
void Stop();
/**
* Get the ADSP's state.
*
* @return Started or Stopped.
*/
State GetState() const;
/**
* Get the AudioRenderer mailbox to communicate with it.
*
* @return The AudioRenderer mailbox.
*/
AudioRenderer_Mailbox* GetRenderMailbox();
/**
* Get the tick the ADSP was signalled.
*
* @return The tick the ADSP was signalled.
*/
u64 GetSignalledTick() const;
/**
* Get the total time it took for the ADSP to run the last command lists (both command lists).
*
* @return The tick the ADSP was signalled.
*/
u64 GetTimeTaken() const;
/**
* Get the last time a given command list took to run.
*
* @param session_id - The session id to check (0 or 1).
* @return The time it took.
*/
u64 GetRenderTimeTaken(u32 session_id);
/**
* Clear the remaining command count for a given session.
*
* @param session_id - The session id to check (0 or 1).
*/
void ClearRemainCount(u32 session_id);
/**
* Get the remaining number of commands left to process for a command list.
*
* @param session_id - The session id to check (0 or 1).
* @return The number of commands remaining.
*/
u32 GetRemainCommandCount(u32 session_id) const;
/**
* Get the last tick a command list started processing.
*
* @param session_id - The session id to check (0 or 1).
* @return The last tick the given command list started.
*/
u64 GetRenderingStartTick(u32 session_id);
/**
* Set a command buffer to be processed.
*
* @param session_id - The session id to check (0 or 1).
* @param command_buffer - The command buffer to process.
*/
void SendCommandBuffer(u32 session_id, CommandBuffer& command_buffer);
/**
* Clear the command buffers (does not clear the time taken or the remaining command count)
*/
void ClearCommandBuffers();
/**
* Signal the AudioRenderer to begin processing.
*/
void Signal();
/**
* Wait for the AudioRenderer to finish processing.
*/
void Wait();
private:
/// Core system
Core::System& system;
/// Core memory
Core::Memory::Memory& memory;
/// Number of systems active, used to prevent accidental shutdowns
u8 systems_active{0};
/// ADSP running state
std::atomic<bool> running{false};
/// Output sink used by the ADSP
Sink::Sink& sink;
/// AudioRenderer app
std::unique_ptr<AudioRenderer> audio_renderer{};
/// Communication for the AudioRenderer
AudioRenderer_Mailbox render_mailbox{};
/// Mailbox lock ffor the render mailbox
std::mutex mailbox_lock;
};
} // namespace AudioRenderer::ADSP
} // namespace AudioCore
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