perf: use ByteMemoryPool
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2 changed files with 11 additions and 3 deletions
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@ -1,8 +1,10 @@
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Memory;
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using System;
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using System.Buffers;
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using System.Collections.Concurrent;
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using System.Threading;
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@ -87,7 +89,9 @@ namespace Ryujinx.Audio.Backends.SDL2
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return;
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}
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byte[] samples = new byte[frameCount * _bytesPerFrame];
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using IMemoryOwner<byte> samplesOwner = ByteMemoryPool.Rent(frameCount * _bytesPerFrame);
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Span<byte> samples = samplesOwner.Memory.Span;
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_ringBuffer.Read(samples, 0, samples.Length);
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@ -1,8 +1,10 @@
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Backends.SoundIo.Native;
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using Ryujinx.Audio.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Memory;
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using System;
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using System.Buffers;
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using System.Collections.Concurrent;
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using System.Runtime.CompilerServices;
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using System.Threading;
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@ -37,7 +39,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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_outputStream = _driver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount);
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_outputStream.WriteCallback += Update;
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_outputStream.Volume = requestedVolume;
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// TODO: Setup other callbacks (errors, ect).
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// TODO: Setup other callbacks (errors, etc.)
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_outputStream.Open();
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}
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@ -120,7 +122,9 @@ namespace Ryujinx.Audio.Backends.SoundIo
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int channelCount = areas.Length;
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byte[] samples = new byte[frameCount * bytesPerFrame];
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using IMemoryOwner<byte> samplesOwner = ByteMemoryPool.Rent(frameCount * bytesPerFrame);
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Span<byte> samples = samplesOwner.Memory.Span;
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_ringBuffer.Read(samples, 0, samples.Length);
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