From ebd19dec99d9809a669f63294745d7c8facc6d31 Mon Sep 17 00:00:00 2001 From: Kelebek1 Date: Thu, 31 Aug 2023 15:09:15 +0100 Subject: Rework ADSP into a wrapper for apps --- src/audio_core/renderer/adsp/adsp.h | 171 ------------------------------------ 1 file changed, 171 deletions(-) delete mode 100644 src/audio_core/renderer/adsp/adsp.h (limited to 'src/audio_core/renderer/adsp/adsp.h') diff --git a/src/audio_core/renderer/adsp/adsp.h b/src/audio_core/renderer/adsp/adsp.h deleted file mode 100644 index f7a2f25e4..000000000 --- a/src/audio_core/renderer/adsp/adsp.h +++ /dev/null @@ -1,171 +0,0 @@ -// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project -// SPDX-License-Identifier: GPL-2.0-or-later - -#pragma once - -#include -#include - -#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. - */ - 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, const 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 running{false}; - /// Output sink used by the ADSP - Sink::Sink& sink; - /// AudioRenderer app - std::unique_ptr 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 -- cgit v1.2.3