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- using System;
- using System.Diagnostics;
- namespace Ryujinx.Audio.Renderer.Server.Upsampler
- {
- /// <summary>
- /// Upsampler manager.
- /// </summary>
- public class UpsamplerManager
- {
- /// <summary>
- /// Work buffer for upsampler.
- /// </summary>
- private Memory<float> _upSamplerWorkBuffer;
- /// <summary>
- /// Global lock of the object.
- /// </summary>
- private object Lock = new object();
- /// <summary>
- /// The upsamplers instances.
- /// </summary>
- private UpsamplerState[] _upsamplers;
- /// <summary>
- /// The count of upsamplers.
- /// </summary>
- private uint _count;
- /// <summary>
- /// Create a new <see cref="UpsamplerManager"/>.
- /// </summary>
- /// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
- /// <param name="count">The count of upsamplers.</param>
- public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
- {
- _upSamplerWorkBuffer = upSamplerWorkBuffer;
- _count = count;
- _upsamplers = new UpsamplerState[_count];
- }
- /// <summary>
- /// Allocate a new <see cref="UpsamplerState"/>.
- /// </summary>
- /// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
- public UpsamplerState Allocate()
- {
- int workBufferOffset = 0;
- lock (Lock)
- {
- for (int i = 0; i < _count; i++)
- {
- if (_upsamplers[i] == null)
- {
- _upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, Constants.UpSampleEntrySize), Constants.TargetSampleCount);
- return _upsamplers[i];
- }
- workBufferOffset += Constants.UpSampleEntrySize;
- }
- }
- return null;
- }
- /// <summary>
- /// Free a <see cref="UpsamplerState"/> at the given index.
- /// </summary>
- /// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
- public void Free(int index)
- {
- lock (Lock)
- {
- Debug.Assert(_upsamplers[index] != null);
- _upsamplers[index] = null;
- }
- }
- }
- }
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