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
2025-10-27 09:16:23 -05:00
committed by KeatonTheBot
parent f34ab9f043
commit e1b6cb71f8
43 changed files with 763 additions and 602 deletions
@@ -7,22 +7,27 @@ 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.Upsample;
public uint EstimatedProcessingTime { get; set; }
public uint BufferCount { get; }
public uint InputBufferIndex { get; }
public uint InputSampleCount { get; }
public uint InputSampleRate { get; }
public uint BufferCount { get; private set; }
public uint InputBufferIndex { get; private set; }
public uint InputSampleCount { get; private set; }
public uint InputSampleRate { get; private set; }
public UpsamplerInfo UpsamplerInfo { get; }
public UpsamplerInfo UpsamplerInfo { get; private set; }
public Memory<float> OutBuffer { get; }
public Memory<float> OutBuffer { get; private set; }
public UpsampleCommand(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
public UpsampleCommand()
{
}
public UpsampleCommand Initialize(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
{
Enabled = true;
NodeId = nodeId;
@@ -47,6 +52,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
UpsamplerInfo = info;
return this;
}
private Span<float> GetBuffer(int index, int sampleCount)