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This allows to handle an OOB with delay lines when DelayTimeMax = 0. On real hardware, it will end up reading garbage at the given user work buffer address. As we do not use those buffers and allocate them ourself for simplicy, this could possibly cause a crash. Proposed solution here is to only increase the size of _workBuffer by one like what is done in DelayLineReverb3d already. This fixes FEZ. (Ryujinx/Ryujinx-Games-List#3526)
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.Effect
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{
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public class DelayLine : IDelayLine
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{
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private float[] _workBuffer;
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private uint _sampleRate;
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private uint _currentSampleIndex;
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private uint _lastSampleIndex;
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public uint CurrentSampleCount { get; private set; }
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public uint SampleCountMax { get; private set; }
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public DelayLine(uint sampleRate, float delayTimeMax)
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{
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_sampleRate = sampleRate;
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SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
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_workBuffer = new float[SampleCountMax + 1];
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SetDelay(delayTimeMax);
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}
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private void ConfigureDelay(uint targetSampleCount)
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{
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CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
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_currentSampleIndex = 0;
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if (CurrentSampleCount == 0)
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{
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_lastSampleIndex = 0;
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}
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else
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{
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_lastSampleIndex = CurrentSampleCount - 1;
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}
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}
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public void SetDelay(float delayTime)
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{
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ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
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}
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public float Read()
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{
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return _workBuffer[_currentSampleIndex];
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}
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public float Update(float value)
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{
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float output = Read();
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_workBuffer[_currentSampleIndex++] = value;
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if (_currentSampleIndex >= _lastSampleIndex)
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{
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_currentSampleIndex = 0;
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}
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return output;
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}
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public float TapUnsafe(uint sampleIndex, int offset)
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{
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return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
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}
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public float Tap(uint sampleIndex)
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{
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if (sampleIndex >= CurrentSampleCount)
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{
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sampleIndex = CurrentSampleCount - 1;
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}
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return TapUnsafe(sampleIndex, -1);
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}
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}
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}
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