Moved the XMA decoder out of AudioSystem and into its own world (plus minor code cleanup in the process).
This commit is contained in:
237
src/xenia/apu/xma_context.cc
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237
src/xenia/apu/xma_context.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/apu/xma_context.h"
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#include "xenia/apu/xma_decoder.h"
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#include "xenia/base/logging.h"
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#include <cstring>
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extern "C" {
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#include "libavcodec/avcodec.h"
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}
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// Credits for most of this code goes to:
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// https://github.com/koolkdev/libertyv/blob/master/libav_wrapper/xma2dec.c
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namespace xe {
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namespace apu {
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XmaContext::XmaContext()
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: codec_(nullptr),
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context_(nullptr),
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decoded_frame_(nullptr),
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packet_(nullptr) {}
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XmaContext::~XmaContext() {
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if (context_) {
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if (context_->extradata) {
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delete context_->extradata;
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}
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if (avcodec_is_open(context_)) {
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avcodec_close(context_);
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}
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av_free(context_);
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}
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if (decoded_frame_) {
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av_frame_free(&decoded_frame_);
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}
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if (current_frame_) {
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delete current_frame_;
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}
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}
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int XmaContext::Initialize() {
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static bool avcodec_initialized = false;
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if (!avcodec_initialized) {
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avcodec_register_all();
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avcodec_initialized = true;
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}
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// Allocate important stuff
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codec_ = avcodec_find_decoder(AV_CODEC_ID_WMAPRO);
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if (!codec_) {
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return 1;
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}
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context_ = avcodec_alloc_context3(codec_);
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if (!context_) {
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return 1;
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}
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decoded_frame_ = av_frame_alloc();
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if (!decoded_frame_) {
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return 1;
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}
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packet_ = new AVPacket();
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av_init_packet(packet_);
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// Initialize these to 0. They'll actually be set later.
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context_->channels = 0;
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context_->sample_rate = 0;
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context_->block_align = XMA_CONTEXT_DATA::kBytesPerPacket;
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// Extra data passed to the decoder
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context_->extradata_size = 18;
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context_->extradata = new uint8_t[18];
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// Current frame stuff whatever
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// samples per frame * 2 max channels * output bytes
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current_frame_ =
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new uint8_t[XMA_CONTEXT_DATA::kSamplesPerFrame * 2 * 2];
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current_frame_pos_ = 0;
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frame_samples_size_ = 0;
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*(short *)(context_->extradata) = 0x10; // bits per sample
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*(int *)(context_->extradata + 2) = 1; // channel mask
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*(short *)(context_->extradata + 14) = 0x10D6; // decode flags
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// FYI: We're purposely not opening the context here. That is done later.
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return 0;
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}
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int XmaContext::PreparePacket(uint8_t *input, size_t seq_offset, size_t size,
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int sample_rate, int channels) {
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if (size != XMA_CONTEXT_DATA::kBytesPerPacket) {
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// Invalid packet size!
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assert_always();
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return 1;
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}
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if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
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// Haven't finished parsing another packet
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return 1;
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}
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std::memcpy(packet_data_, input, size);
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// Modify the packet header so it's WMAPro compatible
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*((int *)packet_data_) = (((seq_offset & 0x7800) | 0x400) >> 7) |
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(*((int *)packet_data_) & 0xFFFEFF08);
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packet_->data = packet_data_;
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packet_->size = XMA_CONTEXT_DATA::kBytesPerPacket;
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// Re-initialize the context with new sample rate and channels
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if (context_->sample_rate != sample_rate || context_->channels != channels) {
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context_->sample_rate = sample_rate;
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context_->channels = channels;
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// We have to reopen the codec so it'll realloc whatever data it needs.
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// TODO: Find a better way.
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avcodec_close(context_);
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if (avcodec_open2(context_, codec_, NULL) < 0) {
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XELOGE("Audio Decoder: Failed to reopen context.");
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return 1;
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}
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}
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return 0;
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}
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void XmaContext::DiscardPacket() {
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if (packet_->size > 0 || current_frame_pos_ != frame_samples_size_) {
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packet_->data = 0;
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packet_->size = 0;
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current_frame_pos_ = frame_samples_size_;
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}
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}
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int XmaContext::DecodePacket(uint8_t *output, size_t output_offset,
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size_t output_size) {
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size_t to_copy = 0;
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size_t original_offset = output_offset;
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// We're holding onto an already-decoded frame. Copy it out.
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if (current_frame_pos_ != frame_samples_size_) {
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to_copy = std::min(output_size, frame_samples_size_ - current_frame_pos_);
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memcpy(output + output_offset, current_frame_ + current_frame_pos_,
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to_copy);
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current_frame_pos_ += to_copy;
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output_size -= to_copy;
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output_offset += to_copy;
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}
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while (output_size > 0 && packet_->size > 0) {
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int got_frame = 0;
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// Decode the current frame
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int len =
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avcodec_decode_audio4(context_, decoded_frame_, &got_frame, packet_);
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if (len < 0) {
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// Error in codec (bad sample rate or something)
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return len;
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}
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// Offset by decoded length
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packet_->size -= len;
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packet_->data += len;
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packet_->dts = packet_->pts = AV_NOPTS_VALUE;
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// Successfully decoded a frame
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if (got_frame) {
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// Validity checks.
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if (decoded_frame_->nb_samples > XMA_CONTEXT_DATA::kSamplesPerFrame) {
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return -2;
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} else if (context_->sample_fmt != AV_SAMPLE_FMT_FLTP) {
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return -3;
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}
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// Check the returned buffer size
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if (av_samples_get_buffer_size(NULL, context_->channels,
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decoded_frame_->nb_samples,
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context_->sample_fmt, 1) !=
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context_->channels * decoded_frame_->nb_samples * sizeof(float)) {
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return -4;
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}
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// Loop through every sample, convert and drop it into the output array.
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// If more than one channel, the game wants the samples from each channel
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// interleaved next to eachother
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uint32_t o = 0;
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for (int i = 0; i < decoded_frame_->nb_samples; i++) {
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for (int j = 0; j < context_->channels; j++) {
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// Select the appropriate array based on the current channel.
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float *sample_array = (float *)decoded_frame_->data[j];
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// Raw sample should be within [-1, 1].
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// Clamp it, just in case.
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float raw_sample = xe::saturate(sample_array[i]);
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// Convert the sample and output it in big endian.
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float scaled_sample = raw_sample * ((1 << 15) - 1);
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int sample = static_cast<int>(scaled_sample);
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xe::store_and_swap<uint16_t>(¤t_frame_[o++ * 2],
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sample & 0xFFFF);
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}
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}
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current_frame_pos_ = 0;
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// Total size of the frame's samples
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// Magic number 2 is sizeof an output sample
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frame_samples_size_ =
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context_->channels * decoded_frame_->nb_samples * 2;
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to_copy = std::min(output_size, (size_t)(frame_samples_size_));
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std::memcpy(output + output_offset, current_frame_, to_copy);
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current_frame_pos_ += to_copy;
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output_size -= to_copy;
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output_offset += to_copy;
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}
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}
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// Return number of bytes written
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return (int)(output_offset - original_offset);
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}
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} // namespace xe
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} // namespace apu
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