#ifndef CORE_CONTEXT_H #define CORE_CONTEXT_H #include #include #include #include #include #include "almalloc.h" #include "alspan.h" #include "atomic.h" #include "bufferline.h" #include "threads.h" #include "vecmat.h" #include "vector.h" struct DeviceBase; struct EffectSlot; struct EffectSlotProps; struct RingBuffer; struct Voice; struct VoiceChange; struct VoicePropsItem; using uint = unsigned int; constexpr float SpeedOfSoundMetersPerSec{343.3f}; constexpr float AirAbsorbGainHF{0.99426f}; /* -0.05dB */ enum class DistanceModel : unsigned char { Disable, Inverse, InverseClamped, Linear, LinearClamped, Exponent, ExponentClamped, Default = InverseClamped }; struct WetBuffer { bool mInUse; al::FlexArray mBuffer; WetBuffer(size_t count) : mBuffer{count} { } DEF_FAM_NEWDEL(WetBuffer, mBuffer) }; using WetBufferPtr = std::unique_ptr; struct ContextProps { std::array Position; std::array Velocity; std::array OrientAt; std::array OrientUp; float Gain; float MetersPerUnit; float AirAbsorptionGainHF; float DopplerFactor; float DopplerVelocity; float SpeedOfSound; bool SourceDistanceModel; DistanceModel mDistanceModel; std::atomic next; DEF_NEWDEL(ContextProps) }; struct ContextParams { /* Pointer to the most recent property values that are awaiting an update. */ std::atomic 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). */ RefCount mUpdateCount{0u}; std::atomic mHoldUpdates{false}; std::atomic mStopVoicesOnDisconnect{true}; float mGainBoost{1.0f}; /* Linked lists of unused property containers, free to use for future * updates. */ std::atomic mFreeContextProps{nullptr}; std::atomic mFreeVoiceProps{nullptr}; std::atomic 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 mCurrentVoiceChange{}; void allocVoiceChanges(); void allocVoiceProps(); ContextParams mParams; using VoiceArray = al::FlexArray; std::atomic mVoices{}; std::atomic mActiveVoiceCount{}; void allocVoices(size_t addcount); al::span getVoicesSpan() const noexcept { return {mVoices.load(std::memory_order_relaxed)->data(), mActiveVoiceCount.load(std::memory_order_relaxed)}; } al::span getVoicesSpanAcquired() const noexcept { return {mVoices.load(std::memory_order_acquire)->data(), mActiveVoiceCount.load(std::memory_order_acquire)}; } using EffectSlotArray = al::FlexArray; std::atomic mActiveAuxSlots{nullptr}; std::thread mEventThread; al::semaphore mEventSem; std::unique_ptr mAsyncEvents; std::atomic 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; al::vector mVoiceChangeClusters; using VoiceCluster = std::unique_ptr; al::vector mVoiceClusters; using VoicePropsCluster = std::unique_ptr; al::vector mVoicePropClusters; ContextBase(DeviceBase *device); ContextBase(const ContextBase&) = delete; ContextBase& operator=(const ContextBase&) = delete; ~ContextBase(); }; #endif /* CORE_CONTEXT_H */