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author | Subv <subv2112@gmail.com> | 2017-09-25 13:06:42 -0500 |
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committer | Subv <subv2112@gmail.com> | 2017-09-25 18:31:37 -0500 |
commit | d7459354f58d1b71fc0c5ec48de9242e6a2fd00c (patch) | |
tree | 20aa98adee17b0a2886273806a62f333d1198ab4 /src/audio_core/interpolate.cpp | |
parent | d881dee818e7e59b72cb11cea634eb70bdcd3d35 (diff) |
Audio: Use std::deque instead of std::vector for the audio buffer type (StereoBuffer16).
The current code inserts and deletes elements from the beginning of the audio buffer, which is very inefficient in an std::vector.
Profiling was done using VisualStudio2017's Performance Analyzer in Super Mario 3D Land.
Before this change: AudioInterp::Linear had 14.14% of the runtime (inclusive) and most of that time was spent in std::vector's insert implementation.
After this change: AudioInterp::Linear has 0.36% of the runtime (inclusive)
Diffstat (limited to 'src/audio_core/interpolate.cpp')
-rw-r--r-- | src/audio_core/interpolate.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/audio_core/interpolate.cpp b/src/audio_core/interpolate.cpp index 16e68bc5c4..83573d7721 100644 --- a/src/audio_core/interpolate.cpp +++ b/src/audio_core/interpolate.cpp @@ -47,7 +47,7 @@ static void StepOverSamples(State& state, StereoBuffer16& input, float rate, state.xn1 = input[inputi + 1]; state.fposition = fposition - inputi * scale_factor; - input.erase(input.begin(), input.begin() + inputi + 2); + input.erase(input.begin(), std::next(input.begin(), inputi + 2)); } void None(State& state, StereoBuffer16& input, float rate, DSP::HLE::StereoFrame16& output, |