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audio effects fix and audio object pooling (ryubing/ryujinx!192)
See merge request ryubing/ryujinx!192
This commit is contained in:
@@ -9,25 +9,29 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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 int NodeId { get; private set; }
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public CommandType CommandType => CommandType.CircularBufferSink;
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public uint EstimatedProcessingTime { get; set; }
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public ushort[] Input { get; }
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public uint InputCount { get; }
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public uint InputCount { get; private set; }
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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 ulong CircularBuffer { get; private set; }
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public ulong CircularBufferSize { get; private set; }
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public ulong CurrentOffset { get; private set; }
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public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
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public CircularBufferSinkCommand()
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{
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Input = new ushort[Constants.ChannelCountMax];
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}
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public CircularBufferSinkCommand Initialize(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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Span<byte> inputSpan = parameter.Input.AsSpan();
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@@ -42,6 +46,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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CurrentOffset = currentOffset;
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Debug.Assert(CircularBuffer != 0);
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return this;
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}
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public void Process(CommandList context)
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