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]);
}
if (info.BufferStates?.Length != (int)inputCount)
// Keep state if possible.
info.BufferStates = new UpsamplerBufferState[(int)inputCount];
UpsamplerInfo = info;
private Span<float> GetBuffer(int index, int sampleCount)
return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
public void Process(CommandList context)
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);
UpsamplerHelper.Upsample(outputBuffer, inputBuffer, (int)UpsamplerInfo.SampleCount, (int)InputSampleCount, ref UpsamplerInfo.BufferStates[i]);