aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Audio/Renderer/Server/CommandBuffer.cs
blob: 4c353b37e1ce82e12c1b8c56c4573d578d8543c1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.Command;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Performance;
using Ryujinx.Audio.Renderer.Server.Sink;
using Ryujinx.Audio.Renderer.Server.Upsampler;
using Ryujinx.Audio.Renderer.Server.Voice;
using System;
using CpuAddress = System.UInt64;

namespace Ryujinx.Audio.Renderer.Server
{
    /// <summary>
    /// An API to generate commands and aggregate them into a <see cref="CommandList"/>.
    /// </summary>
    public class CommandBuffer
    {
        /// <summary>
        /// The command processing time estimator in use.
        /// </summary>
        private readonly ICommandProcessingTimeEstimator _commandProcessingTimeEstimator;

        /// <summary>
        /// The estimated total processing time.
        /// </summary>
        public uint EstimatedProcessingTime { get; set; }

        /// <summary>
        /// The command list that is populated by the <see cref="CommandBuffer"/>.
        /// </summary>
        public CommandList CommandList { get; }

        /// <summary>
        /// Create a new <see cref="CommandBuffer"/>.
        /// </summary>
        /// <param name="commandList">The command list that will store the generated commands.</param>
        /// <param name="commandProcessingTimeEstimator">The command processing time estimator to use.</param>
        public CommandBuffer(CommandList commandList, ICommandProcessingTimeEstimator commandProcessingTimeEstimator)
        {
            CommandList = commandList;
            EstimatedProcessingTime = 0;
            _commandProcessingTimeEstimator = commandProcessingTimeEstimator;
        }

        /// <summary>
        /// Add a new generated command to the <see cref="CommandList"/>.
        /// </summary>
        /// <param name="command">The command to add.</param>
        private void AddCommand(ICommand command)
        {
            EstimatedProcessingTime += command.EstimatedProcessingTime;

            CommandList.AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="ClearMixBufferCommand"/>.
        /// </summary>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateClearMixBuffer(int nodeId)
        {
            ClearMixBufferCommand command = new(nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="DepopPrepareCommand"/>.
        /// </summary>
        /// <param name="state">The voice state associated.</param>
        /// <param name="depopBuffer">The depop buffer.</param>
        /// <param name="bufferCount">The buffer count.</param>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="wasPlaying">Set to true if the voice was playing previously.</param>
        public void GenerateDepopPrepare(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint bufferCount, uint bufferOffset, int nodeId, bool wasPlaying)
        {
            DepopPrepareCommand command = new(state, depopBuffer, bufferCount, bufferOffset, nodeId, wasPlaying);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="PerformanceCommand"/>.
        /// </summary>
        /// <param name="performanceEntryAddresses">The <see cref="PerformanceEntryAddresses"/>.</param>
        /// <param name="type">The performance operation to perform.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GeneratePerformance(ref PerformanceEntryAddresses performanceEntryAddresses, PerformanceCommand.Type type, int nodeId)
        {
            PerformanceCommand command = new(ref performanceEntryAddresses, type, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="VolumeRampCommand"/>.
        /// </summary>
        /// <param name="previousVolume">The previous volume.</param>
        /// <param name="volume">The new volume.</param>
        /// <param name="bufferIndex">The index of the mix buffer to use.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateVolumeRamp(float previousVolume, float volume, uint bufferIndex, int nodeId)
        {
            VolumeRampCommand command = new(previousVolume, volume, bufferIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="DataSourceVersion2Command"/>.
        /// </summary>
        /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="outputBufferIndex">The output buffer index to use.</param>
        /// <param name="channelIndex">The target channel index.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateDataSourceVersion2(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
        {
            DataSourceVersion2Command command = new(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="PcmInt16DataSourceCommandVersion1"/>.
        /// </summary>
        /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="outputBufferIndex">The output buffer index to use.</param>
        /// <param name="channelIndex">The target channel index.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GeneratePcmInt16DataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
        {
            PcmInt16DataSourceCommandVersion1 command = new(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="PcmFloatDataSourceCommandVersion1"/>.
        /// </summary>
        /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="outputBufferIndex">The output buffer index to use.</param>
        /// <param name="channelIndex">The target channel index.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GeneratePcmFloatDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
        {
            PcmFloatDataSourceCommandVersion1 command = new(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="AdpcmDataSourceCommandVersion1"/>.
        /// </summary>
        /// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="outputBufferIndex">The output buffer index to use.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateAdpcmDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId)
        {
            AdpcmDataSourceCommandVersion1 command = new(ref voiceState, state, outputBufferIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="BiquadFilterCommand"/>.
        /// </summary>
        /// <param name="baseIndex">The base index of the input and output buffer.</param>
        /// <param name="filter">The biquad filter parameter.</param>
        /// <param name="biquadFilterStateMemory">The biquad state.</param>
        /// <param name="inputBufferOffset">The input buffer offset.</param>
        /// <param name="outputBufferOffset">The output buffer offset.</param>
        /// <param name="needInitialization">Set to true if the biquad filter state needs to be initialized.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateBiquadFilter(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
        {
            BiquadFilterCommand command = new(baseIndex, ref filter, biquadFilterStateMemory, inputBufferOffset, outputBufferOffset, needInitialization, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="MultiTapBiquadFilterCommand"/>.
        /// </summary>
        /// <param name="baseIndex">The base index of the input and output buffer.</param>
        /// <param name="filters">The biquad filter parameters.</param>
        /// <param name="biquadFilterStatesMemory">The biquad states.</param>
        /// <param name="inputBufferOffset">The input buffer offset.</param>
        /// <param name="outputBufferOffset">The output buffer offset.</param>
        /// <param name="isInitialized">Set to true if the biquad filter state is initialized.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateMultiTapBiquadFilter(int baseIndex, ReadOnlySpan<BiquadFilterParameter> filters, Memory<BiquadFilterState> biquadFilterStatesMemory, int inputBufferOffset, int outputBufferOffset, ReadOnlySpan<bool> isInitialized, int nodeId)
        {
            MultiTapBiquadFilterCommand command = new(baseIndex, filters, biquadFilterStatesMemory, inputBufferOffset, outputBufferOffset, isInitialized, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="MixRampGroupedCommand"/>.
        /// </summary>
        /// <param name="mixBufferCount">The mix buffer count.</param>
        /// <param name="inputBufferIndex">The base input index.</param>
        /// <param name="outputBufferIndex">The base output index.</param>
        /// <param name="previousVolume">The previous volume.</param>
        /// <param name="volume">The new volume.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateMixRampGrouped(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, ReadOnlySpan<float> previousVolume, ReadOnlySpan<float> volume, Memory<VoiceUpdateState> state, int nodeId)
        {
            MixRampGroupedCommand command = new(mixBufferCount, inputBufferIndex, outputBufferIndex, previousVolume, volume, state, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="MixRampCommand"/>.
        /// </summary>
        /// <param name="previousVolume">The previous volume.</param>
        /// <param name="volume">The new volume.</param>
        /// <param name="inputBufferIndex">The input buffer index.</param>
        /// <param name="outputBufferIndex">The output buffer index.</param>
        /// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateMixRamp(float previousVolume, float volume, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
        {
            MixRampCommand command = new(previousVolume, volume, inputBufferIndex, outputBufferIndex, lastSampleIndex, state, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="BiquadFilterAndMixCommand"/>.
        /// </summary>
        /// <param name="previousVolume">The previous volume.</param>
        /// <param name="volume">The new volume.</param>
        /// <param name="inputBufferIndex">The input buffer index.</param>
        /// <param name="outputBufferIndex">The output buffer index.</param>
        /// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="filter">The biquad filter parameter.</param>
        /// <param name="biquadFilterState">The biquad state.</param>
        /// <param name="previousBiquadFilterState">The previous biquad state.</param>
        /// <param name="needInitialization">Set to true if the biquad filter state needs to be initialized.</param>
        /// <param name="hasVolumeRamp">Set to true if the mix has volume ramp, and <paramref name="previousVolume"/> should be taken into account.</param>
        /// <param name="isFirstMixBuffer">Set to true if the buffer is the first mix buffer.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateBiquadFilterAndMix(
            float previousVolume,
            float volume,
            uint inputBufferIndex,
            uint outputBufferIndex,
            int lastSampleIndex,
            Memory<VoiceUpdateState> state,
            ref BiquadFilterParameter filter,
            Memory<BiquadFilterState> biquadFilterState,
            Memory<BiquadFilterState> previousBiquadFilterState,
            bool needInitialization,
            bool hasVolumeRamp,
            bool isFirstMixBuffer,
            int nodeId)
        {
            BiquadFilterAndMixCommand command = new(
                previousVolume,
                volume,
                inputBufferIndex,
                outputBufferIndex,
                lastSampleIndex,
                state,
                ref filter,
                biquadFilterState,
                previousBiquadFilterState,
                needInitialization,
                hasVolumeRamp,
                isFirstMixBuffer,
                nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="MultiTapBiquadFilterAndMixCommand"/>.
        /// </summary>
        /// <param name="previousVolume">The previous volume.</param>
        /// <param name="volume">The new volume.</param>
        /// <param name="inputBufferIndex">The input buffer index.</param>
        /// <param name="outputBufferIndex">The output buffer index.</param>
        /// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param>
        /// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
        /// <param name="filter0">First biquad filter parameter.</param>
        /// <param name="filter1">Second biquad filter parameter.</param>
        /// <param name="biquadFilterState0">First biquad state.</param>
        /// <param name="biquadFilterState1">Second biquad state.</param>
        /// <param name="previousBiquadFilterState0">First previous biquad state.</param>
        /// <param name="previousBiquadFilterState1">Second previous biquad state.</param>
        /// <param name="needInitialization0">Set to true if the first biquad filter state needs to be initialized.</param>
        /// <param name="needInitialization1">Set to true if the second biquad filter state needs to be initialized.</param>
        /// <param name="hasVolumeRamp">Set to true if the mix has volume ramp, and <paramref name="previousVolume"/> should be taken into account.</param>
        /// <param name="isFirstMixBuffer">Set to true if the buffer is the first mix buffer.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateMultiTapBiquadFilterAndMix(
            float previousVolume,
            float volume,
            uint inputBufferIndex,
            uint outputBufferIndex,
            int lastSampleIndex,
            Memory<VoiceUpdateState> state,
            ref BiquadFilterParameter filter0,
            ref BiquadFilterParameter filter1,
            Memory<BiquadFilterState> biquadFilterState0,
            Memory<BiquadFilterState> biquadFilterState1,
            Memory<BiquadFilterState> previousBiquadFilterState0,
            Memory<BiquadFilterState> previousBiquadFilterState1,
            bool needInitialization0,
            bool needInitialization1,
            bool hasVolumeRamp,
            bool isFirstMixBuffer,
            int nodeId)
        {
            MultiTapBiquadFilterAndMixCommand command = new(
                previousVolume,
                volume,
                inputBufferIndex,
                outputBufferIndex,
                lastSampleIndex,
                state,
                ref filter0,
                ref filter1,
                biquadFilterState0,
                biquadFilterState1,
                previousBiquadFilterState0,
                previousBiquadFilterState1,
                needInitialization0,
                needInitialization1,
                hasVolumeRamp,
                isFirstMixBuffer,
                nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="DepopForMixBuffersCommand"/>.
        /// </summary>
        /// <param name="depopBuffer">The depop buffer.</param>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="bufferCount">The buffer count.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="sampleRate">The target sample rate in use.</param>
        public void GenerateDepopForMixBuffers(Memory<float> depopBuffer, uint bufferOffset, uint bufferCount, int nodeId, uint sampleRate)
        {
            DepopForMixBuffersCommand command = new(depopBuffer, bufferOffset, bufferCount, nodeId, sampleRate);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="CopyMixBufferCommand"/>.
        /// </summary>
        /// <param name="inputBufferIndex">The input buffer index.</param>
        /// <param name="outputBufferIndex">The output buffer index.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateCopyMixBuffer(uint inputBufferIndex, uint outputBufferIndex, int nodeId)
        {
            CopyMixBufferCommand command = new(inputBufferIndex, outputBufferIndex, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="MixCommand"/>.
        /// </summary>
        /// <param name="inputBufferIndex">The input buffer index.</param>
        /// <param name="outputBufferIndex">The output buffer index.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="volume">The mix volume.</param>
        public void GenerateMix(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
        {
            MixCommand command = new(inputBufferIndex, outputBufferIndex, nodeId, volume);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Generate a new <see cref="ReverbCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The reverb parameter.</param>
        /// <param name="state">The reverb state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="isLongSizePreDelaySupported">If set to true, the long size pre-delay is supported.</param>
        /// <param name="newEffectChannelMappingSupported">If set to true, the new effect channel mapping for 5.1 is supported.</param>
        public void GenerateReverbEffect(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool isLongSizePreDelaySupported, bool newEffectChannelMappingSupported)
        {
            if (parameter.IsChannelCountValid())
            {
                ReverbCommand command = new(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, isLongSizePreDelaySupported, newEffectChannelMappingSupported);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="Reverb3dCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The reverb 3d parameter.</param>
        /// <param name="state">The reverb 3d state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="newEffectChannelMappingSupported">If set to true, the new effect channel mapping for 5.1 is supported.</param>
        public void GenerateReverb3dEffect(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool newEffectChannelMappingSupported)
        {
            if (parameter.IsChannelCountValid())
            {
                Reverb3dCommand command = new(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, newEffectChannelMappingSupported);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }


        /// <summary>
        /// Generate a new <see cref="DelayCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The delay parameter.</param>
        /// <param name="state">The delay state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        /// <param name="newEffectChannelMappingSupported">If set to true, the new effect channel mapping for 5.1 is supported.</param>
        public void GenerateDelayEffect(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool newEffectChannelMappingSupported)
        {
            if (parameter.IsChannelCountValid())
            {
                DelayCommand command = new(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, newEffectChannelMappingSupported);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="LimiterCommandVersion1"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The limiter parameter.</param>
        /// <param name="state">The limiter state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateLimiterEffectVersion1(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, bool isEnabled, ulong workBuffer, int nodeId)
        {
            if (parameter.IsChannelCountValid())
            {
                LimiterCommandVersion1 command = new(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="LimiterCommandVersion2"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The limiter parameter.</param>
        /// <param name="state">The limiter state.</param>
        /// <param name="effectResultState">The DSP effect result state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="workBuffer">The work buffer to use for processing.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateLimiterEffectVersion2(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, Memory<EffectResultState> effectResultState, bool isEnabled, ulong workBuffer, int nodeId)
        {
            if (parameter.IsChannelCountValid())
            {
                LimiterCommandVersion2 command = new(bufferOffset, parameter, state, effectResultState, isEnabled, workBuffer, nodeId);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="AuxiliaryBufferCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="inputBufferOffset">The input buffer offset.</param>
        /// <param name="outputBufferOffset">The output buffer offset.</param>
        /// <param name="state">The aux state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="countMax">The limit of the circular buffer.</param>
        /// <param name="outputBuffer">The guest address of the output buffer.</param>
        /// <param name="inputBuffer">The guest address of the input buffer.</param>
        /// <param name="updateCount">The count to add on the offset after write/read operations.</param>
        /// <param name="writeOffset">The write offset.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateAuxEffect(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset, ref AuxiliaryBufferAddresses state, bool isEnabled, uint countMax, CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
        {
            if (state.SendBufferInfoBase != 0 && state.ReturnBufferInfoBase != 0)
            {
                AuxiliaryBufferCommand command = new(bufferOffset, inputBufferOffset, outputBufferOffset, ref state, isEnabled, countMax, outputBuffer, inputBuffer, updateCount, writeOffset, nodeId);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="CaptureBufferCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="inputBufferOffset">The input buffer offset.</param>
        /// <param name="sendBufferInfo">The capture state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="countMax">The limit of the circular buffer.</param>
        /// <param name="outputBuffer">The guest address of the output buffer.</param>
        /// <param name="updateCount">The count to add on the offset after write operations.</param>
        /// <param name="writeOffset">The write offset.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateCaptureEffect(uint bufferOffset, byte inputBufferOffset, ulong sendBufferInfo, bool isEnabled, uint countMax, CpuAddress outputBuffer, uint updateCount, uint writeOffset, int nodeId)
        {
            if (sendBufferInfo != 0)
            {
                CaptureBufferCommand command = new(bufferOffset, inputBufferOffset, sendBufferInfo, isEnabled, countMax, outputBuffer, updateCount, writeOffset, nodeId);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="CompressorCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The target buffer offset.</param>
        /// <param name="parameter">The compressor parameter.</param>
        /// <param name="state">The compressor state.</param>
        /// <param name="effectResultState">The DSP effect result state.</param>
        /// <param name="isEnabled">Set to true if the effect should be active.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateCompressorEffect(uint bufferOffset, CompressorParameter parameter, Memory<CompressorState> state, Memory<EffectResultState> effectResultState, bool isEnabled, int nodeId)
        {
            if (parameter.IsChannelCountValid())
            {
                CompressorCommand command = new(bufferOffset, parameter, state, effectResultState, isEnabled, nodeId);

                command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

                AddCommand(command);
            }
        }

        /// <summary>
        /// Generate a new <see cref="VolumeCommand"/>.
        /// </summary>
        /// <param name="volume">The target volume to apply.</param>
        /// <param name="bufferOffset">The offset of the mix buffer.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateVolume(float volume, uint bufferOffset, int nodeId)
        {
            VolumeCommand command = new(volume, bufferOffset, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="CircularBufferSinkCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The offset of the mix buffer.</param>
        /// <param name="sink">The <see cref="BaseSink"/> of the circular buffer.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateCircularBuffer(uint bufferOffset, CircularBufferSink sink, int nodeId)
        {
            CircularBufferSinkCommand command = new(bufferOffset, ref sink.Parameter, ref sink.CircularBufferAddressInfo, sink.CurrentWriteOffset, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="DownMixSurroundToStereoCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The offset of the mix buffer.</param>
        /// <param name="inputBufferOffset">The input buffer offset.</param>
        /// <param name="outputBufferOffset">The output buffer offset.</param>
        /// <param name="downMixParameter">The downmixer parameters to use.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateDownMixSurroundToStereo(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, float[] downMixParameter, int nodeId)
        {
            DownMixSurroundToStereoCommand command = new(bufferOffset, inputBufferOffset, outputBufferOffset, downMixParameter, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="UpsampleCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The offset of the mix buffer.</param>
        /// <param name="upsampler">The <see cref="UpsamplerState"/> associated.</param>
        /// <param name="inputCount">The total input count.</param>
        /// <param name="inputBufferOffset">The input buffer mix offset.</param>
        /// <param name="bufferCountPerSample">The buffer count per sample.</param>
        /// <param name="sampleCount">The source sample count.</param>
        /// <param name="sampleRate">The source sample rate.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateUpsample(uint bufferOffset, UpsamplerState upsampler, uint inputCount, Span<byte> inputBufferOffset, uint bufferCountPerSample, uint sampleCount, uint sampleRate, int nodeId)
        {
            UpsampleCommand command = new(bufferOffset, upsampler, inputCount, inputBufferOffset, bufferCountPerSample, sampleCount, sampleRate, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }

        /// <summary>
        /// Create a new <see cref="DeviceSinkCommand"/>.
        /// </summary>
        /// <param name="bufferOffset">The offset of the mix buffer.</param>
        /// <param name="sink">The <see cref="BaseSink"/> of the device sink.</param>
        /// <param name="sessionId">The current audio renderer session id.</param>
        /// <param name="buffer">The mix buffer in use.</param>
        /// <param name="nodeId">The node id associated to this command.</param>
        public void GenerateDeviceSink(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffer, int nodeId)
        {
            DeviceSinkCommand command = new(bufferOffset, sink, sessionId, buffer, nodeId);

            command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);

            AddCommand(command);
        }
    }
}