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https://github.com/GreemDev/Ryujinx.git
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4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
77 lines
2.4 KiB
C#
77 lines
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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}
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