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2025-05-03 12:51:37 -03:00

186 lines
5.6 KiB
C++

#ifndef CORE_CONTEXT_H
#define CORE_CONTEXT_H
#include "config.h"
#include <array>
#include <atomic>
#include <bitset>
#include <cstddef>
#include <memory>
#include <thread>
#include <vector>
#include "alsem.h"
#include "alspan.h"
#include "async_event.h"
#include "atomic.h"
#include "flexarray.h"
#include "opthelpers.h"
#include "vecmat.h"
struct DeviceBase;
struct EffectSlot;
struct EffectSlotProps;
struct RingBuffer;
struct Voice;
struct VoiceChange;
struct VoicePropsItem;
inline constexpr float SpeedOfSoundMetersPerSec{343.3f};
inline constexpr float AirAbsorbGainHF{0.99426f}; /* -0.05dB */
enum class DistanceModel : unsigned char {
Disable,
Inverse, InverseClamped,
Linear, LinearClamped,
Exponent, ExponentClamped,
Default = InverseClamped
};
struct ContextProps {
std::array<float,3> Position;
std::array<float,3> Velocity;
std::array<float,3> OrientAt;
std::array<float,3> OrientUp;
float Gain;
float MetersPerUnit;
float AirAbsorptionGainHF;
float DopplerFactor;
float DopplerVelocity;
float SpeedOfSound;
#if ALSOFT_EAX
float DistanceFactor;
#endif
bool SourceDistanceModel;
DistanceModel mDistanceModel;
std::atomic<ContextProps*> next{};
};
struct ContextParams {
/* Pointer to the most recent property values that are awaiting an update. */
std::atomic<ContextProps*> ContextUpdate{nullptr};
alu::Vector Position;
alu::Matrix Matrix{alu::Matrix::Identity()};
alu::Vector Velocity;
float Gain{1.0f};
float MetersPerUnit{1.0f};
float AirAbsorptionGainHF{AirAbsorbGainHF};
float DopplerFactor{1.0f};
float SpeedOfSound{SpeedOfSoundMetersPerSec}; /* in units per sec! */
bool SourceDistanceModel{false};
DistanceModel mDistanceModel{};
};
struct ContextBase {
DeviceBase *const mDevice;
/* Counter for the pre-mixing updates, in 31.1 fixed point (lowest bit
* indicates if updates are currently happening).
*/
std::atomic<unsigned int> mUpdateCount{0u};
std::atomic<bool> mHoldUpdates{false};
std::atomic<bool> mStopVoicesOnDisconnect{true};
float mGainBoost{1.0f};
/* Linked lists of unused property containers, free to use for future
* updates.
*/
std::atomic<ContextProps*> mFreeContextProps{nullptr};
std::atomic<VoicePropsItem*> mFreeVoiceProps{nullptr};
std::atomic<EffectSlotProps*> mFreeEffectSlotProps{nullptr};
/* The voice change tail is the beginning of the "free" elements, up to and
* *excluding* the current. If tail==current, there's no free elements and
* new ones need to be allocated. The current voice change is the element
* last processed, and any after are pending.
*/
VoiceChange *mVoiceChangeTail{};
std::atomic<VoiceChange*> mCurrentVoiceChange{};
void allocVoiceChanges();
void allocVoiceProps();
void allocEffectSlotProps();
void allocContextProps();
ContextParams mParams;
using VoiceArray = al::FlexArray<Voice*>;
al::atomic_unique_ptr<VoiceArray> mVoices;
std::atomic<size_t> mActiveVoiceCount{};
void allocVoices(size_t addcount);
[[nodiscard]] auto getVoicesSpan() const noexcept -> al::span<Voice*>
{
return {mVoices.load(std::memory_order_relaxed)->data(),
mActiveVoiceCount.load(std::memory_order_relaxed)};
}
[[nodiscard]] auto getVoicesSpanAcquired() const noexcept -> al::span<Voice*>
{
return {mVoices.load(std::memory_order_acquire)->data(),
mActiveVoiceCount.load(std::memory_order_acquire)};
}
using EffectSlotArray = al::FlexArray<EffectSlot*>;
/* This array is split in half. The front half is the list of activated
* effect slots as set by the app, and the back half is the same list but
* sorted to ensure later effect slots are fed by earlier ones.
*/
al::atomic_unique_ptr<EffectSlotArray> mActiveAuxSlots;
std::thread mEventThread;
al::semaphore mEventSem;
std::unique_ptr<RingBuffer> mAsyncEvents;
using AsyncEventBitset = std::bitset<al::to_underlying(AsyncEnableBits::Count)>;
std::atomic<AsyncEventBitset> mEnabledEvts{0u};
/* Asynchronous voice change actions are processed as a linked list of
* VoiceChange objects by the mixer, which is atomically appended to.
* However, to avoid allocating each object individually, they're allocated
* in clusters that are stored in a vector for easy automatic cleanup.
*/
using VoiceChangeCluster = std::unique_ptr<std::array<VoiceChange,128>>;
std::vector<VoiceChangeCluster> mVoiceChangeClusters;
using VoiceCluster = std::unique_ptr<std::array<Voice,32>>;
std::vector<VoiceCluster> mVoiceClusters;
using VoicePropsCluster = std::unique_ptr<std::array<VoicePropsItem,32>>;
std::vector<VoicePropsCluster> mVoicePropClusters;
EffectSlot *getEffectSlot();
using EffectSlotCluster = std::unique_ptr<std::array<EffectSlot,4>>;
std::vector<EffectSlotCluster> mEffectSlotClusters;
using EffectSlotPropsCluster = std::unique_ptr<std::array<EffectSlotProps,4>>;
std::vector<EffectSlotPropsCluster> mEffectSlotPropClusters;
/* This could be greater than 2, but there should be no way there can be
* more than two context property updates in use simultaneously.
*/
using ContextPropsCluster = std::unique_ptr<std::array<ContextProps,2>>;
std::vector<ContextPropsCluster> mContextPropClusters;
explicit ContextBase(DeviceBase *device);
ContextBase(const ContextBase&) = delete;
ContextBase& operator=(const ContextBase&) = delete;
virtual ~ContextBase();
};
#endif /* CORE_CONTEXT_H */