using Ryujinx.Audio.Renderer.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CircularBufferSinkCommand : ICommand
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.CircularBufferSink;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] Input { get; }
public uint InputCount { get; }
public ulong CircularBuffer { get; }
public ulong CircularBufferSize { get; }
public ulong CurrentOffset { get; }
public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
Enabled = true;
NodeId = nodeId;
Input = new ushort[Constants.ChannelCountMax];
InputCount = parameter.InputCount;
for (int i = 0; i < InputCount; i++)
Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
}
CircularBuffer = circularBufferAddressInfo.GetReference(true);
CircularBufferSize = parameter.BufferSize;
CurrentOffset = currentOffset;
Debug.Assert(CircularBuffer != 0);
public void Process(CommandList context)
const int targetChannelCount = 2;
ulong currentOffset = CurrentOffset;
if (CircularBufferSize > 0)
unsafe
float* inputBuffer = (float*)context.GetBufferPointer(Input[i]);
ulong targetOffset = CircularBuffer + currentOffset;
for (int y = 0; y < context.SampleCount; y++)
context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
currentOffset += context.SampleCount * targetChannelCount;
if (currentOffset >= CircularBufferSize)
currentOffset = 0;