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https://github.com/Ryujinx/Ryujinx.git
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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
77 lines
No EOL
2.4 KiB
C#
77 lines
No EOL
2.4 KiB
C#
using Ryujinx.Audio.Renderer.Parameter.Sink;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class CircularBufferSinkCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.CircularBufferSink;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort[] Input { get; }
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public uint InputCount { get; }
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public ulong CircularBuffer { get; }
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public ulong CircularBufferSize { get; }
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public ulong CurrentOffset { get; }
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public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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Input = new ushort[Constants.ChannelCountMax];
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InputCount = parameter.InputCount;
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for (int i = 0; i < InputCount; i++)
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{
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Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
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}
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CircularBuffer = circularBufferAddressInfo.GetReference(true);
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CircularBufferSize = parameter.BufferSize;
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CurrentOffset = currentOffset;
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Debug.Assert(CircularBuffer != 0);
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}
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public void Process(CommandList context)
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{
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const int targetChannelCount = 2;
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ulong currentOffset = CurrentOffset;
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if (CircularBufferSize > 0)
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{
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for (int i = 0; i < InputCount; i++)
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{
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unsafe
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{
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float* inputBuffer = (float*)context.GetBufferPointer(Input[i]);
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ulong targetOffset = CircularBuffer + currentOffset;
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for (int y = 0; y < context.SampleCount; y++)
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{
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context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
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}
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currentOffset += context.SampleCount * targetChannelCount;
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if (currentOffset >= CircularBufferSize)
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{
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currentOffset = 0;
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}
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}
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}
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}
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}
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}
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} |