2020-08-18 01:49:37 +00:00
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using System;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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/// <summary>
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/// Server state for a upsampling.
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/// </summary>
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public class UpsamplerState
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{
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/// <summary>
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/// The output buffer containing the target samples.
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/// </summary>
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public Memory<float> OutputBuffer { get; }
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/// <summary>
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/// The target sample count.
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/// </summary>
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public uint SampleCount { get; }
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/// <summary>
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/// The index of the <see cref="UpsamplerState"/>. (used to free it)
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/// </summary>
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private int _index;
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/// <summary>
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/// The <see cref="UpsamplerManager"/>.
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/// </summary>
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private UpsamplerManager _manager;
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/// <summary>
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/// The source sample count.
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/// </summary>
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public uint SourceSampleCount;
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/// <summary>
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/// The input buffer indices of the buffers holding the samples that need upsampling.
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/// </summary>
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public ushort[] InputBufferIndices;
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2023-01-15 04:20:49 +00:00
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/// <summary>
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/// State of each input buffer index kept across invocations of the upsampler.
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/// </summary>
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public UpsamplerBufferState[] BufferStates;
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2020-08-18 01:49:37 +00:00
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/// <summary>
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/// Create a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// <param name="manager">The upsampler manager.</param>
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/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
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/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
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/// <param name="sampleCount">The target sample count.</param>
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public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
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{
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_manager = manager;
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_index = index;
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OutputBuffer = outputBuffer;
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SampleCount = sampleCount;
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}
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/// <summary>
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/// Release the <see cref="UpsamplerState"/>.
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/// </summary>
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public void Release()
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{
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_manager.Free(_index);
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}
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}
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2022-07-25 18:46:33 +00:00
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}
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