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This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
123 lines
No EOL
4.6 KiB
C#
123 lines
No EOL
4.6 KiB
C#
using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Effect
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{
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/// <summary>
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/// Effect context.
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/// </summary>
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public class EffectContext
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{
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/// <summary>
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/// Storage for <see cref="BaseEffect"/>.
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/// </summary>
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private BaseEffect[] _effects;
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/// <summary>
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/// The total effect count.
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/// </summary>
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private uint _effectCount;
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private EffectResultState[] _resultStatesCpu;
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private EffectResultState[] _resultStatesDsp;
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/// <summary>
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/// Create a new <see cref="EffectContext"/>.
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/// </summary>
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public EffectContext()
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{
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_effects = null;
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_effectCount = 0;
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}
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/// <summary>
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/// Initialize the <see cref="EffectContext"/>.
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/// </summary>
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/// <param name="effectCount">The total effect count.</param>
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/// <param name="resultStateCount">The total result state count.</param>
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public void Initialize(uint effectCount, uint resultStateCount)
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{
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_effectCount = effectCount;
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_effects = new BaseEffect[effectCount];
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for (int i = 0; i < _effectCount; i++)
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{
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_effects[i] = new BaseEffect();
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}
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_resultStatesCpu = new EffectResultState[resultStateCount];
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_resultStatesDsp = new EffectResultState[resultStateCount];
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}
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/// <summary>
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/// Get the total effect count.
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/// </summary>
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/// <returns>The total effect count.</returns>
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public uint GetCount()
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{
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return _effectCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
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/// </summary>
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/// <param name="index">The index to use.</param>
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/// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
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public ref BaseEffect GetEffect(int index)
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{
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Debug.Assert(index >= 0 && index < _effectCount);
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return ref _effects[index];
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}
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/// <summary>
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/// Get a reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
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/// </summary>
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/// <param name="index">The index to use.</param>
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/// <returns>A reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
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/// <remarks>The returned <see cref="EffectResultState"/> should only be used when updating the server state.</remarks>
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public ref EffectResultState GetState(int index)
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{
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Debug.Assert(index >= 0 && index < _resultStatesCpu.Length);
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return ref _resultStatesCpu[index];
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}
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/// <summary>
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/// Get a reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
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/// </summary>
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/// <param name="index">The index to use.</param>
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/// <returns>A reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
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/// <remarks>The returned <see cref="EffectResultState"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
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public ref EffectResultState GetDspState(int index)
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{
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Debug.Assert(index >= 0 && index < _resultStatesDsp.Length);
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return ref _resultStatesDsp[index];
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}
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/// <summary>
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/// Get a memory instance to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
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/// </summary>
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/// <param name="index">The index to use.</param>
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/// <returns>A memory instance to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
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/// <remarks>The returned <see cref="Memory{EffectResultState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
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public Memory<EffectResultState> GetDspStateMemory(int index)
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{
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return SpanIOHelper.GetMemory(_resultStatesDsp.AsMemory(), index, (uint)_resultStatesDsp.Length);
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}
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/// <summary>
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/// Update internal state during command generation.
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/// </summary>
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public void UpdateResultStateForCommandGeneration()
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{
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for (int index = 0; index < _resultStatesCpu.Length; index++)
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{
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_effects[index].UpdateResultState(ref _resultStatesCpu[index], ref _resultStatesDsp[index]);
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}
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}
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}
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} |