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resampler: Work at double precision on x86-64 machines.
We get audio artifacts if we don't work at the higher precision, but this is painful on CPUs that have to use a software fallback for this, so for now (that is, until we have a better solution), get better output on amd64 chips, where the cost is less painful. (cherry picked from commit 1e5e8e2fda3796e76e6f7b1c39683925a3e9fed9)
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@ -198,10 +198,18 @@ static int SDL_ResampleAudio(const int chans, const int inrate, const int outrat
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const float *inbuf, const int inbuflen,
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float *outbuf, const int outbuflen)
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{
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/* !!! FIXME: this produces artifacts if we don't work at double precision, but this turns out to
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be a big performance hit. Until we can resolve this better, we force this to double
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for amd64 CPUs, which should be able to take the hit for now, vs small embedded
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things that might end up in a software fallback here. */
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/* Note that this used to be double, but it looks like we can get by with float in most cases at
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almost twice the speed on Intel processors, and orders of magnitude more
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on CPUs that need a software fallback for double calculations. */
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#if defined(_M_X64) || defined(__x86_64__)
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typedef double ResampleFloatType;
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#else
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typedef float ResampleFloatType;
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#endif
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const ResampleFloatType finrate = (ResampleFloatType)inrate;
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const ResampleFloatType ratio = ((float)outrate) / ((float)inrate);
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