audio: Remove ChooseMixStrategy.

This is adds complexity and fragility for small optimization wins.

The biggest win is the extremely common case of a single stream providing
the only output, so we'll check for that and skip silencing/mixing/converting.

Otherwise, just use a single mixer path.
This commit is contained in:
Ryan C. Gordon 2023-09-06 10:02:32 -04:00
parent b00cbd76aa
commit 38c8fc05c5
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@ -677,37 +677,6 @@ void SDL_AudioThreadFinalize(SDL_AudioDevice *device)
SDL_AtomicSet(&device->thread_alive, 0);
}
typedef enum MixStrategy
{
MIXSTRATEGY_SILENCE, // just send silence to the device immediately.
MIXSTRATEGY_COPYONE, // Only one thing, so copy to buffer directly without extra steps
// there's probably room for a "mix but don't convert to float first to avoid clipping" strategy, here.
MIXSTRATEGY_MIX // initialize work buffer, mix all logical devices into it, send final mix to physical device's buffer.
//WRITEME MIXSTRATEGY_EACHMIX // The whole shebang: do the work buffer for _each logical device_ for postmix callbacks, then mix together.
} MixStrategy;
static MixStrategy ChooseMixStrategy(const SDL_AudioDevice *device)
{
SDL_LogicalAudioDevice *logdev = device->logical_devices;
if (logdev == NULL) { // uh..._nothing_ to mix? Memset to silence.
return MIXSTRATEGY_SILENCE;
}
if (logdev->next == NULL) { // only one logical device?
if (logdev->bound_streams == NULL) { // ...with no streams? Silence.
return MIXSTRATEGY_SILENCE;
} else if (SDL_AtomicGet(&logdev->paused)) { // only device is paused? Silence.
return MIXSTRATEGY_SILENCE;
} else if (logdev->bound_streams->next_binding == NULL) { // ...with only one stream? Copy.
return MIXSTRATEGY_COPYONE;
}
}
return MIXSTRATEGY_MIX;
}
// Output device thread. This is split into chunks, so backends that need to control this directly can use the pieces they need without duplicating effort.
@ -736,21 +705,15 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
} else {
SDL_assert(buffer_size <= device->buffer_size); // you can ask for less, but not more.
switch (ChooseMixStrategy(device)) {
case MIXSTRATEGY_SILENCE: {
//SDL_Log("MIX STRATEGY: SILENCE");
SDL_memset(device_buffer, device->silence_value, buffer_size);
break;
}
// can we do a basic copy without silencing/mixing the buffer? This is an extremely likely scenario, so we special-case it.
const SDL_bool simple_copy = device->logical_devices && // there's a logical device
!device->logical_devices->next && // there's only _ONE_ logical device
!SDL_AtomicGet(&device->logical_devices->paused) && // it isn't paused
device->logical_devices->bound_streams && // there's a bound stream
!device->logical_devices->bound_streams->next_binding; // there's only _ONE_ bound stream.
case MIXSTRATEGY_COPYONE: {
//SDL_Log("MIX STRATEGY: COPYONE");
if (simple_copy) {
SDL_LogicalAudioDevice *logdev = device->logical_devices;
SDL_assert(logdev != NULL);
SDL_assert(logdev->next == NULL);
SDL_assert(logdev->bound_streams != NULL);
SDL_assert(logdev->bound_streams->next_binding == NULL);
SDL_AudioStream *stream = logdev->bound_streams;
SDL_SetAudioStreamFormat(stream, NULL, &device->spec);
const int br = SDL_GetAudioStreamData(stream, device_buffer, buffer_size);
@ -760,11 +723,7 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
} else if (br < buffer_size) {
SDL_memset(device_buffer + br, device->silence_value, buffer_size - br); // silence whatever we didn't write to.
}
break;
}
case MIXSTRATEGY_MIX: {
//SDL_Log("MIX STRATEGY: MIX");
} else { // need to actually mix (or silence the buffer)
float *mix_buffer = (float *) ((device->spec.format == SDL_AUDIO_F32) ? device_buffer : device->mix_buffer);
const int needed_samples = buffer_size / SDL_AUDIO_BYTESIZE(device->spec.format);
const int work_buffer_size = needed_samples * sizeof (float);
@ -775,7 +734,6 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
outspec.format = SDL_AUDIO_F32;
outspec.channels = device->spec.channels;
outspec.freq = device->spec.freq;
outspec.format = SDL_AUDIO_F32;
SDL_memset(mix_buffer, '\0', buffer_size); // start with silence.
@ -786,6 +744,7 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
for (SDL_AudioStream *stream = logdev->bound_streams; stream != NULL; stream = stream->next_binding) {
SDL_SetAudioStreamFormat(stream, NULL, &outspec);
/* this will hold a lock on `stream` while getting. We don't explicitly lock the streams
for iterating here because the binding linked list can only change while the device lock is held.
(we _do_ lock the stream during binding/unbinding to make sure that two threads can't try to bind
@ -810,8 +769,6 @@ SDL_bool SDL_OutputAudioThreadIterate(SDL_AudioDevice *device)
ConvertAudio(needed_samples / device->spec.channels, mix_buffer, SDL_AUDIO_F32, device->spec.channels, device->work_buffer, device->spec.format, device->spec.channels, NULL);
SDL_memcpy(device_buffer, device->work_buffer, buffer_size);
}
break;
}
}
// PlayDevice SHOULD NOT BLOCK, as we are holding a lock right now. Block in WaitDevice instead!