audio effects fix and audio object pooling (ryubing/ryujinx!192)

See merge request ryubing/ryujinx!192
This commit is contained in:
LotP
2025-10-25 21:07:10 -05:00
parent c6bc77e4bf
commit fd07453887
44 changed files with 764 additions and 595 deletions

View File

@@ -7,27 +7,30 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public bool Enabled { get; set; }
public int NodeId { get; }
public int NodeId { get; private set; }
public CommandType CommandType => CommandType.DepopPrepare;
public uint EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public uint MixBufferCount { get; private set; }
public ushort[] OutputBufferIndices { get; }
public Memory<VoiceState> State { get; }
public Memory<float> DepopBuffer { get; }
public Memory<VoiceState> State { get; private set; }
public Memory<float> DepopBuffer { get; private set; }
public DepopPrepareCommand(Memory<VoiceState> state, Memory<float> depopBuffer, uint mixBufferCount, uint bufferOffset, int nodeId, bool enabled)
public DepopPrepareCommand()
{
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
}
public DepopPrepareCommand Initialize(Memory<VoiceState> state, Memory<float> depopBuffer, uint mixBufferCount, uint bufferOffset, int nodeId, bool enabled)
{
Enabled = enabled;
NodeId = nodeId;
MixBufferCount = mixBufferCount;
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
for (int i = 0; i < Constants.MixBufferCountMax; i++)
{
OutputBufferIndices[i] = (ushort)(bufferOffset + i);
@@ -35,6 +38,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
State = state;
DepopBuffer = depopBuffer;
return this;
}
public void Process(CommandList context)