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audio: Make the simple resampler operate in-place.
This allows us to avoid an extra copy, allocate less memory and reduce cache pressure. On the downside: we have to do a lot of tapdancing to resample the buffer in reverse when the output is growing.
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@ -245,27 +245,60 @@ SDL_ResampleAudioSimple(const int chans, const double rate_incr,
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const int finalpos = (total * chans) - chans;
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const int dest_samples = (int)(((double)total) * rate_incr);
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const double src_incr = 1.0 / rate_incr;
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float *dst = outbuf;
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float *target = (dst + (dest_samples * chans));
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double idx = 0.0;
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float *dst;
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double idx;
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int i;
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SDL_assert((dest_samples * framelen) <= outbuflen);
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SDL_assert((inbuflen % framelen) == 0);
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while (dst < target) {
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const int pos = ((int)idx) * chans;
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const float *src = &inbuf[pos];
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SDL_assert(pos <= finalpos);
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for (i = 0; i < chans; i++) {
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const float val = *(src++);
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*(dst++) = (val + last_sample[i]) * 0.5f;
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last_sample[i] = val;
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if (rate_incr > 1.0) {
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float *target = (outbuf + chans);
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const float *earlier_sample = &inbuf[finalpos];
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float final_sample[8];
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dst = outbuf + (dest_samples * chans);
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idx = (double) total;
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/* save this off so we can correctly maintain state between runs. */
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SDL_memcpy(final_sample, &inbuf[finalpos], framelen);
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while (dst > target) {
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const int pos = ((int) idx) * chans;
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const float *src = &inbuf[pos];
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SDL_assert(pos >= 0.0);
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for (i = chans - 1; i >= 0; i--) {
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const float val = *(--src);
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*(--dst) = (val + earlier_sample[i]) * 0.5f;
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}
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earlier_sample = src;
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idx -= src_incr;
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}
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/* do last sample, interpolated against previous run's state. */
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for (i = chans - 1; i >= 0; i--) {
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const float val = inbuf[i];
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*(--dst) = (val + last_sample[i]) * 0.5f;
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}
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SDL_memcpy(last_sample, final_sample, framelen);
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dst = (outbuf + (dest_samples * chans)) - 1;
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} else {
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float *target = (outbuf + (dest_samples * chans));
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dst = outbuf;
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idx = 0.0;
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while (dst < target) {
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const int pos = ((int) idx) * chans;
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const float *src = &inbuf[pos];
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SDL_assert(pos <= finalpos);
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for (i = 0; i < chans; i++) {
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const float val = *(src++);
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*(dst++) = (val + last_sample[i]) * 0.5f;
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last_sample[i] = val;
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}
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idx += src_incr;
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}
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idx += src_incr;
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}
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return (int) ((dst - outbuf) * (int)sizeof(float));
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return (int) ((dst - outbuf) * ((int) sizeof (float)));
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}
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@ -420,8 +453,8 @@ SDL_ResampleCVT(SDL_AudioCVT *cvt, const int chans, const SDL_AudioFormat format
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{
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const float *src = (const float *) cvt->buf;
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const int srclen = cvt->len_cvt;
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float *dst = (float *) (cvt->buf + srclen);
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const int dstlen = (cvt->len * cvt->len_mult) - srclen;
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float *dst = (float *) cvt->buf;
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const int dstlen = (cvt->len * cvt->len_mult);
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float state[8];
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SDL_assert(format == AUDIO_F32SYS);
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@ -429,8 +462,6 @@ SDL_ResampleCVT(SDL_AudioCVT *cvt, const int chans, const SDL_AudioFormat format
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SDL_memcpy(state, src, chans*sizeof(*src));
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cvt->len_cvt = SDL_ResampleAudioSimple(chans, cvt->rate_incr, state, src, srclen, dst, dstlen);
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SDL_memcpy(cvt->buf, dst, cvt->len_cvt);
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if (cvt->filters[++cvt->filter_index]) {
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cvt->filters[cvt->filter_index](cvt, format);
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}
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@ -492,10 +523,6 @@ SDL_BuildAudioResampleCVT(SDL_AudioCVT * cvt, const int dst_channels,
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cvt->len_ratio /= ((double) src_rate) / ((double) dst_rate);
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}
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/* the buffer is big enough to hold the destination now, but
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we need it large enough to hold a separate scratch buffer. */
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cvt->len_mult *= 2;
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return 1; /* added a converter. */
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}
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