[XMA] Fix consume-only context resetting output buffer offsets
And remove the now-unused HasTightOutputBuffer heuristic
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@@ -159,11 +159,6 @@ struct XMA_CONTEXT_DATA {
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const bool IsConsumeOnlyContext() const {
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return (input_buffer_0_packet_count | input_buffer_1_packet_count) == 0;
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}
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// Whether the SDC-based minimum exceeds the output buffer size.
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const bool HasTightOutputBuffer() const {
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return (int32_t)((subframe_decode_count * 2) - 1) >
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(int32_t)output_buffer_block_count;
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}
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};
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static_assert_size(XMA_CONTEXT_DATA, 64);
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@@ -130,21 +130,15 @@ bool XmaContextNew::Work() {
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RingBuffer output_rb = PrepareOutputRingBuffer(&data);
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if (data.IsConsumeOnlyContext()) {
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// Nothing to drain — don't touch the context or we'll reset the
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// game's output buffer offsets, causing stale PCM to be re-read.
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if (current_frame_remaining_subframes_ == 0) {
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return true;
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}
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XELOGAPU("XmaContext {}: Consume-only context, draining subframes", id());
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Consume(&output_rb, &data);
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data.output_buffer_write_offset =
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output_rb.write_offset() / kOutputBytesPerBlock;
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// Clearing contexts that match TightBufferOutput heuristic can disrupt
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// playback (e.g. audio noise during races in PGR4), so we only clear
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// contexts with enough output buffer headroom where empty input reliably
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// indicates the stream is finished (e.g. needed for dialog completion in
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// Borderlands 2 startup).
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if (!data.HasTightOutputBuffer() &&
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current_frame_remaining_subframes_ == 0 && output_rb.empty()) {
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XELOGAPU("XmaContext {}: Consume-only context fully drained, clearing",
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id());
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ClearLocked(&data);
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}
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StoreContextMerged(data, initial_data, context_ptr);
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return true;
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}
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