//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see .
//
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
///
/// Effect context.
///
public class EffectContext
{
///
/// Storage for .
///
private BaseEffect[] _effects;
///
/// The total effect count.
///
private uint _effectCount;
private EffectResultState[] _resultStatesCpu;
private EffectResultState[] _resultStatesDsp;
///
/// Create a new .
///
public EffectContext()
{
_effects = null;
_effectCount = 0;
}
///
/// Initialize the .
///
/// The total effect count.
/// The total result state count.
public void Initialize(uint effectCount, uint resultStateCount)
{
_effectCount = effectCount;
_effects = new BaseEffect[effectCount];
for (int i = 0; i < _effectCount; i++)
{
_effects[i] = new BaseEffect();
}
_resultStatesCpu = new EffectResultState[resultStateCount];
_resultStatesDsp = new EffectResultState[resultStateCount];
}
///
/// Get the total effect count.
///
/// The total effect count.
public uint GetCount()
{
return _effectCount;
}
///
/// Get a reference to a at the given .
///
/// The index to use.
/// A reference to a at the given .
public ref BaseEffect GetEffect(int index)
{
Debug.Assert(index >= 0 && index < _effectCount);
return ref _effects[index];
}
///
/// Get a reference to a at the given .
///
/// The index to use.
/// A reference to a at the given .
/// The returned should only be used when updating the server state.
public ref EffectResultState GetState(int index)
{
Debug.Assert(index >= 0 && index < _resultStatesCpu.Length);
return ref _resultStatesCpu[index];
}
///
/// Get a reference to a at the given .
///
/// The index to use.
/// A reference to a at the given .
/// The returned should only be used in the context of processing on the .
public ref EffectResultState GetDspState(int index)
{
Debug.Assert(index >= 0 && index < _resultStatesDsp.Length);
return ref _resultStatesDsp[index];
}
///
/// Get a memory instance to a at the given .
///
/// The index to use.
/// A memory instance to a at the given .
/// The returned should only be used in the context of processing on the .
public Memory GetDspStateMemory(int index)
{
return SpanIOHelper.GetMemory(_resultStatesDsp.AsMemory(), index, (uint)_resultStatesDsp.Length);
}
///
/// Update internal state during command generation.
///
public void UpdateResultStateForCommandGeneration()
{
for (int index = 0; index < _resultStatesCpu.Length; index++)
{
_effects[index].UpdateResultState(ref _resultStatesCpu[index], ref _resultStatesDsp[index]);
}
}
}
}