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- 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]);
- }
- }
- }
- }
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