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using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Upsampler manager.
/// </summary>
public class UpsamplerManager
{
/// <summary>
/// Work buffer for upsampler.
/// </summary>
private readonly Memory<float> _upSamplerWorkBuffer;
/// <summary>
/// Global lock of the object.
/// </summary>
private readonly object _lock = new();
/// <summary>
/// The upsamplers instances.
/// </summary>
private readonly UpsamplerState[] _upsamplers;
/// <summary>
/// The count of upsamplers.
/// </summary>
private readonly uint _count;
/// <summary>
/// Create a new <see cref="UpsamplerManager"/>.
/// </summary>
/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
/// <param name="count">The count of upsamplers.</param>
public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
{
_upSamplerWorkBuffer = upSamplerWorkBuffer;
_count = count;
_upsamplers = new UpsamplerState[_count];
}
/// <summary>
/// Allocate a new <see cref="UpsamplerState"/>.
/// </summary>
/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
public UpsamplerState Allocate()
{
int workBufferOffset = 0;
lock (_lock)
{
for (int i = 0; i < _count; i++)
{
if (_upsamplers[i] == null)
{
_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, Constants.UpSampleEntrySize), Constants.TargetSampleCount);
return _upsamplers[i];
}
workBufferOffset += Constants.UpSampleEntrySize;
}
}
return null;
}
/// <summary>
/// Free a <see cref="UpsamplerState"/> at the given index.
/// </summary>
/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
public void Free(int index)
{
lock (_lock)
{
Debug.Assert(_upsamplers[index] != null);
_upsamplers[index] = null;
}
}
}
}
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