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audio effects fix and audio object pooling
Revert and reimplement Float BiquadFilterEffect support, fixes infinite load issues in a few games like Splatoon 3. Fix incorrect string check with the new thread naming system. Implement object pooling for all Audio Commands and a few other audio related objects and use a growing error list for updating wave buffers instead of always allocating space for 8 errors.
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43 changed files with 763 additions and 602 deletions
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@ -13,22 +13,34 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public int NodeId { get; private set; }
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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 PerformanceEntryAddresses PerformanceEntryAddresses { get; private set; }
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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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public PerformanceCommand()
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{
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}
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public PerformanceCommand Initialize(ref PerformanceEntryAddresses performanceEntryAddresses, Type performanceType, int nodeId)
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{
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if (PerformanceEntryAddresses is not null)
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{
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PerformanceEntryAddresses.PerformanceEntryAddressesPool.Release(PerformanceEntryAddresses);
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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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return this;
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}
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public void Process(CommandList context)
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