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* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
47 lines
No EOL
1.4 KiB
C#
47 lines
No EOL
1.4 KiB
C#
using Ryujinx.Audio.Renderer.Server.Performance;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class PerformanceCommand : ICommand
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{
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public enum Type
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{
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Invalid,
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Start,
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End
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}
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.Performance;
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public uint EstimatedProcessingTime { get; set; }
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public PerformanceEntryAddresses PerformanceEntryAddresses { get; }
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public Type PerformanceType { get; set; }
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public PerformanceCommand(ref PerformanceEntryAddresses performanceEntryAddresses, Type performanceType, int nodeId)
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{
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Enabled = true;
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PerformanceEntryAddresses = performanceEntryAddresses;
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PerformanceType = performanceType;
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NodeId = nodeId;
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}
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public void Process(CommandList context)
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{
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if (PerformanceType == Type.Start)
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{
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PerformanceEntryAddresses.SetStartTime(context.GetTimeElapsedSinceDspStartedProcessing());
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}
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else if (PerformanceType == Type.End)
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{
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PerformanceEntryAddresses.SetProcessingTime(context.GetTimeElapsedSinceDspStartedProcessing());
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PerformanceEntryAddresses.IncrementEntryCount();
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}
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}
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}
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} |