mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-11-01 12:47:52 +00:00
commit
c549c36076
9 changed files with 182 additions and 3 deletions
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@ -152,12 +152,15 @@ if (ENABLE_SDL2)
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download_bundled_external("sdl2/" ${SDL2_VER} SDL2_PREFIX)
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endif()
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set(SDL2_FOUND YES)
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set(SDL2_INCLUDE_DIR "${SDL2_PREFIX}/include" CACHE PATH "Path to SDL2 headers")
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set(SDL2_LIBRARY "${SDL2_PREFIX}/lib/x64/SDL2.lib" CACHE PATH "Path to SDL2 library")
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set(SDL2_DLL_DIR "${SDL2_PREFIX}/lib/x64/" CACHE PATH "Path to SDL2.dll")
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else()
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find_package(SDL2 REQUIRED)
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endif()
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else()
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set(SDL2_FOUND NO)
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endif()
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IF (APPLE)
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@ -25,7 +25,18 @@ set(HEADERS
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include_directories(../../externals/soundtouch/include)
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if(SDL2_FOUND)
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set(SRCS ${SRCS} sdl2_sink.cpp)
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set(HEADERS ${HEADERS} sdl2_sink.h)
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include_directories(${SDL2_INCLUDE_DIR})
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endif()
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create_directory_groups(${SRCS} ${HEADERS})
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add_library(audio_core STATIC ${SRCS} ${HEADERS})
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target_link_libraries(audio_core SoundTouch)
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if(SDL2_FOUND)
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target_link_libraries(audio_core ${SDL2_LIBRARY})
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set_property(TARGET audio_core APPEND PROPERTY COMPILE_DEFINITIONS HAVE_SDL2)
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endif()
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126
src/audio_core/sdl2_sink.cpp
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126
src/audio_core/sdl2_sink.cpp
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@ -0,0 +1,126 @@
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// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <list>
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#include <vector>
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#include <SDL.h>
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#include "audio_core/audio_core.h"
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#include "audio_core/sdl2_sink.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include <numeric>
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namespace AudioCore {
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struct SDL2Sink::Impl {
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unsigned int sample_rate = 0;
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SDL_AudioDeviceID audio_device_id = 0;
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std::list<std::vector<s16>> queue;
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static void Callback(void* impl_, u8* buffer, int buffer_size_in_bytes);
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};
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SDL2Sink::SDL2Sink() : impl(std::make_unique<Impl>()) {
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if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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LOG_CRITICAL(Audio_Sink, "SDL_Init(SDL_INIT_AUDIO) failed");
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impl->audio_device_id = 0;
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return;
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}
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SDL_AudioSpec desired_audiospec;
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SDL_zero(desired_audiospec);
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desired_audiospec.format = AUDIO_S16;
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desired_audiospec.channels = 2;
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desired_audiospec.freq = native_sample_rate;
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desired_audiospec.samples = 1024;
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desired_audiospec.userdata = impl.get();
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desired_audiospec.callback = &Impl::Callback;
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SDL_AudioSpec obtained_audiospec;
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SDL_zero(obtained_audiospec);
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impl->audio_device_id = SDL_OpenAudioDevice(nullptr, false, &desired_audiospec, &obtained_audiospec, 0);
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if (impl->audio_device_id <= 0) {
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LOG_CRITICAL(Audio_Sink, "SDL_OpenAudioDevice failed");
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return;
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}
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impl->sample_rate = obtained_audiospec.freq;
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// SDL2 audio devices start out paused, unpause it:
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SDL_PauseAudioDevice(impl->audio_device_id, 0);
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}
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SDL2Sink::~SDL2Sink() {
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if (impl->audio_device_id <= 0)
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return;
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SDL_CloseAudioDevice(impl->audio_device_id);
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}
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unsigned int SDL2Sink::GetNativeSampleRate() const {
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if (impl->audio_device_id <= 0)
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return native_sample_rate;
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return impl->sample_rate;
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}
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void SDL2Sink::EnqueueSamples(const std::vector<s16>& samples) {
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if (impl->audio_device_id <= 0)
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return;
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ASSERT_MSG(samples.size() % 2 == 0, "Samples must be in interleaved stereo PCM16 format (size must be a multiple of two)");
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SDL_LockAudioDevice(impl->audio_device_id);
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impl->queue.emplace_back(samples);
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SDL_UnlockAudioDevice(impl->audio_device_id);
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}
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size_t SDL2Sink::SamplesInQueue() const {
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if (impl->audio_device_id <= 0)
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return 0;
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SDL_LockAudioDevice(impl->audio_device_id);
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size_t total_size = std::accumulate(impl->queue.begin(), impl->queue.end(), static_cast<size_t>(0),
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[](size_t sum, const auto& buffer) {
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// Division by two because each stereo sample is made of two s16.
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return sum + buffer.size() / 2;
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});
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SDL_UnlockAudioDevice(impl->audio_device_id);
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return total_size;
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}
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void SDL2Sink::Impl::Callback(void* impl_, u8* buffer, int buffer_size_in_bytes) {
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Impl* impl = reinterpret_cast<Impl*>(impl_);
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size_t remaining_size = static_cast<size_t>(buffer_size_in_bytes) / sizeof(s16); // Keep track of size in 16-bit increments.
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while (remaining_size > 0 && !impl->queue.empty()) {
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if (impl->queue.front().size() <= remaining_size) {
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memcpy(buffer, impl->queue.front().data(), impl->queue.front().size() * sizeof(s16));
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buffer += impl->queue.front().size() * sizeof(s16);
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remaining_size -= impl->queue.front().size();
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impl->queue.pop_front();
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} else {
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memcpy(buffer, impl->queue.front().data(), remaining_size * sizeof(s16));
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buffer += remaining_size * sizeof(s16);
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impl->queue.front().erase(impl->queue.front().begin(), impl->queue.front().begin() + remaining_size);
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remaining_size = 0;
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}
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}
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if (remaining_size > 0) {
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memset(buffer, 0, remaining_size * sizeof(s16));
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}
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}
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} // namespace AudioCore
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30
src/audio_core/sdl2_sink.h
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30
src/audio_core/sdl2_sink.h
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@ -0,0 +1,30 @@
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// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#include <memory>
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#include "audio_core/sink.h"
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namespace AudioCore {
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class SDL2Sink final : public Sink {
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public:
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SDL2Sink();
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~SDL2Sink() override;
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unsigned int GetNativeSampleRate() const override;
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void EnqueueSamples(const std::vector<s16>& samples) override;
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size_t SamplesInQueue() const override;
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace AudioCore
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@ -19,7 +19,7 @@ public:
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virtual ~Sink() = default;
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/// The native rate of this sink. The sink expects to be fed samples that respect this. (Units: samples/sec)
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virtual unsigned GetNativeSampleRate() const = 0;
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virtual unsigned int GetNativeSampleRate() const = 0;
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/**
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* Feed stereo samples to sink.
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@ -8,10 +8,17 @@
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#include "audio_core/null_sink.h"
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#include "audio_core/sink_details.h"
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#ifdef HAVE_SDL2
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#include "audio_core/sdl2_sink.h"
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#endif
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namespace AudioCore {
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// g_sink_details is ordered in terms of desirability, with the best choice at the top.
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const std::vector<SinkDetails> g_sink_details = {
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#ifdef HAVE_SDL2
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{ "sdl2", []() { return std::make_unique<SDL2Sink>(); } },
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#endif
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{ "null", []() { return std::make_unique<NullSink>(); } },
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};
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@ -58,7 +58,7 @@ bg_green =
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[Audio]
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output
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# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
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output_engine =
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[Data Storage]
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@ -65,6 +65,7 @@ namespace Log {
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SUB(Render, OpenGL) \
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CLS(Audio) \
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SUB(Audio, DSP) \
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SUB(Audio, Sink) \
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CLS(Loader)
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// GetClassName is a macro defined by Windows.h, grrr...
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@ -78,8 +78,9 @@ enum class Class : ClassType {
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Render, ///< Emulator video output and hardware acceleration
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Render_Software, ///< Software renderer backend
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Render_OpenGL, ///< OpenGL backend
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Audio, ///< Emulator audio output
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Audio, ///< Audio emulation
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Audio_DSP, ///< The HLE implementation of the DSP
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Audio_Sink, ///< Emulator audio output backend
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Loader, ///< ROM loader
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Count ///< Total number of logging classes
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