using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
///
/// Upsampler manager.
///
public class UpsamplerManager
{
///
/// Work buffer for upsampler.
///
private Memory _upSamplerWorkBuffer;
///
/// Global lock of the object.
///
private object Lock = new object();
///
/// The upsamplers instances.
///
private UpsamplerState[] _upsamplers;
///
/// The count of upsamplers.
///
private uint _count;
///
/// Create a new .
///
/// Work buffer for upsampler.
/// The count of upsamplers.
public UpsamplerManager(Memory upSamplerWorkBuffer, uint count)
{
_upSamplerWorkBuffer = upSamplerWorkBuffer;
_count = count;
_upsamplers = new UpsamplerState[_count];
}
///
/// Allocate a new .
///
/// A new or null if out of memory.
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;
}
///
/// Free a at the given index.
///
/// The index of the to free.
public void Free(int index)
{
lock (Lock)
{
Debug.Assert(_upsamplers[index] != null);
_upsamplers[index] = null;
}
}
}
}