Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/DepopPrepareCommand.cs
Mary b8ad676fb8
Amadeus: DSP code generation improvements (#2460)
This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
2021-07-18 13:05:11 +02:00

75 lines
2.3 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopPrepareCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopPrepare;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] OutputBufferIndices { get; }
public Memory<VoiceUpdateState> State { get; }
public Memory<float> DepopBuffer { get; }
public DepopPrepareCommand(Memory<VoiceUpdateState> 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);
}
State = state;
DepopBuffer = depopBuffer;
}
public void Process(CommandList context)
{
ref VoiceUpdateState state = ref State.Span[0];
Span<float> depopBuffer = DepopBuffer.Span;
for (int i = 0; i < MixBufferCount; i++)
{
if (state.LastSamples[i] != 0)
{
depopBuffer[OutputBufferIndices[i]] += state.LastSamples[i];
state.LastSamples[i] = 0;
}
}
}
}
}