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//
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// Copyright (c) 2019-2021 Ryujinx
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//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
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using Ryujinx.Audio.Renderer.Parameter ;
using Ryujinx.Audio.Renderer.Utils ;
using System ;
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using System.Diagnostics ;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Effect context.
/// </summary>
public class EffectContext
{
/// <summary>
/// Storage for <see cref="BaseEffect"/>.
/// </summary>
private BaseEffect [ ] _effects ;
/// <summary>
/// The total effect count.
/// </summary>
private uint _effectCount ;
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private EffectResultState [ ] _resultStatesCpu ;
private EffectResultState [ ] _resultStatesDsp ;
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/// <summary>
/// Create a new <see cref="EffectContext"/>.
/// </summary>
public EffectContext ( )
{
_effects = null ;
_effectCount = 0 ;
}
/// <summary>
/// Initialize the <see cref="EffectContext"/>.
/// </summary>
/// <param name="effectCount">The total effect count.</param>
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/// <param name="resultStateCount">The total result state count.</param>
public void Initialize ( uint effectCount , uint resultStateCount )
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{
_effectCount = effectCount ;
_effects = new BaseEffect [ effectCount ] ;
for ( int i = 0 ; i < _effectCount ; i + + )
{
_effects [ i ] = new BaseEffect ( ) ;
}
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_resultStatesCpu = new EffectResultState [ resultStateCount ] ;
_resultStatesDsp = new EffectResultState [ resultStateCount ] ;
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}
/// <summary>
/// Get the total effect count.
/// </summary>
/// <returns>The total effect count.</returns>
public uint GetCount ( )
{
return _effectCount ;
}
/// <summary>
/// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
/// </summary>
/// <param name="index">The index to use.</param>
/// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
public ref BaseEffect GetEffect ( int index )
{
Debug . Assert ( index > = 0 & & index < _effectCount ) ;
return ref _effects [ index ] ;
}
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/// <summary>
/// Get a reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
/// </summary>
/// <param name="index">The index to use.</param>
/// <returns>A reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
/// <remarks>The returned <see cref="EffectResultState"/> should only be used when updating the server state.</remarks>
public ref EffectResultState GetState ( int index )
{
Debug . Assert ( index > = 0 & & index < _resultStatesCpu . Length ) ;
return ref _resultStatesCpu [ index ] ;
}
/// <summary>
/// Get a reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
/// </summary>
/// <param name="index">The index to use.</param>
/// <returns>A reference to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
/// <remarks>The returned <see cref="EffectResultState"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public ref EffectResultState GetDspState ( int index )
{
Debug . Assert ( index > = 0 & & index < _resultStatesDsp . Length ) ;
return ref _resultStatesDsp [ index ] ;
}
/// <summary>
/// Get a memory instance to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.
/// </summary>
/// <param name="index">The index to use.</param>
/// <returns>A memory instance to a <see cref="EffectResultState"/> at the given <paramref name="index"/>.</returns>
/// <remarks>The returned <see cref="Memory{EffectResultState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public Memory < EffectResultState > GetDspStateMemory ( int index )
{
return SpanIOHelper . GetMemory ( _resultStatesDsp . AsMemory ( ) , index , ( uint ) _resultStatesDsp . Length ) ;
}
/// <summary>
/// Update internal state during command generation.
/// </summary>
public void UpdateResultStateForCommandGeneration ( )
{
for ( int index = 0 ; index < _resultStatesCpu . Length ; index + + )
{
_effects [ index ] . UpdateResultState ( ref _resultStatesCpu [ index ] , ref _resultStatesDsp [ index ] ) ;
}
}
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}
}