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.
This commit is contained in:
LotP
2025-10-25 23:49:52 -05:00
committed by KeatonTheBot
parent 86f47b8333
commit cdbe568620
43 changed files with 763 additions and 602 deletions
@@ -12,25 +12,30 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public bool Enabled { get; set; }
public int NodeId { get; }
public int NodeId { get; private set; }
public CommandType CommandType => CommandType.CaptureBuffer;
public uint EstimatedProcessingTime { get; set; }
public uint InputBufferIndex { get; }
public uint InputBufferIndex { get; private set; }
public ulong CpuBufferInfoAddress { get; }
public ulong DspBufferInfoAddress { get; }
public ulong CpuBufferInfoAddress { get; private set; }
public ulong DspBufferInfoAddress { get; private set; }
public CpuAddress OutputBuffer { get; }
public uint CountMax { get; }
public uint UpdateCount { get; }
public uint WriteOffset { get; }
public CpuAddress OutputBuffer { get; private set; }
public uint CountMax { get; private set; }
public uint UpdateCount { get; private set; }
public uint WriteOffset { get; private set; }
public bool IsEffectEnabled { get; }
public bool IsEffectEnabled { get; private set; }
public CaptureBufferCommand(uint bufferOffset, byte inputBufferOffset, ulong sendBufferInfo, bool isEnabled,
public CaptureBufferCommand()
{
}
public CaptureBufferCommand Initialize(uint bufferOffset, byte inputBufferOffset, ulong sendBufferInfo, bool isEnabled,
uint countMax, CpuAddress outputBuffer, uint updateCount, uint writeOffset, int nodeId)
{
Enabled = true;
@@ -43,6 +48,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
UpdateCount = updateCount;
WriteOffset = writeOffset;
IsEffectEnabled = isEnabled;
return this;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]