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audio effects fix and audio object pooling (ryubing/ryujinx!192)
See merge request ryubing/ryujinx!192
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@@ -20,6 +20,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public Memory<float> Buffers { get; }
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public uint BufferCount { get; }
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private readonly static ObjectPool<List<ICommand>> CommandsListPool = new(() => new List<ICommand>(256));
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public List<ICommand> Commands { get; }
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public IVirtualMemoryManager MemoryManager { get; }
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@@ -46,7 +47,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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SampleRate = sampleRate;
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BufferCount = mixBufferCount + voiceChannelCountMax;
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Buffers = mixBuffer;
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Commands = [];
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Commands = CommandsListPool.Allocate();
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MemoryManager = memoryManager;
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_buffersEntryCount = Buffers.Length;
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@@ -142,6 +143,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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}
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}
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CommandBuffer.ReleaseCommand(command);
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}
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EndTime = (ulong)PerformanceCounter.ElapsedNanoseconds;
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@@ -149,6 +152,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public void Dispose()
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{
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Commands.Clear();
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CommandsListPool.Release(Commands);
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GC.SuppressFinalize(this);
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_buffersMemoryHandle.Dispose();
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}
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