mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 11:36:41 +00:00
dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
68 lines
No EOL
2.3 KiB
C#
68 lines
No EOL
2.3 KiB
C#
using Ryujinx.Audio.Renderer.Server.Upsampler;
|
|
using System;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class UpsampleCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.Upsample;
|
|
|
|
public uint EstimatedProcessingTime { get; set; }
|
|
|
|
public uint BufferCount { get; }
|
|
public uint InputBufferIndex { get; }
|
|
public uint InputSampleCount { get; }
|
|
public uint InputSampleRate { get; }
|
|
|
|
public UpsamplerState UpsamplerInfo { get; }
|
|
|
|
public Memory<float> OutBuffer { get; }
|
|
|
|
public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndex = 0;
|
|
OutBuffer = info.OutputBuffer;
|
|
BufferCount = bufferCount;
|
|
InputSampleCount = sampleCount;
|
|
InputSampleRate = sampleRate;
|
|
info.SourceSampleCount = inputCount;
|
|
info.InputBufferIndices = new ushort[inputCount];
|
|
|
|
for (int i = 0; i < inputCount; i++)
|
|
{
|
|
info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
|
|
}
|
|
|
|
UpsamplerInfo = info;
|
|
}
|
|
|
|
private Span<float> GetBuffer(int index, int sampleCount)
|
|
{
|
|
return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
|
|
|
|
uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
|
|
|
|
for (int i = 0; i < bufferCount; i++)
|
|
{
|
|
Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
|
|
Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
|
|
|
|
float fraction = 0.0f;
|
|
|
|
ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
|
|
}
|
|
}
|
|
}
|
|
} |