[APU, SDL] Refactor sample submission
- Move sample conversion to SDL callback thread - Add early channel down-conversion
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53
src/xenia/apu/conversion.h
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53
src/xenia/apu/conversion.h
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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 2021 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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#ifndef XENIA_APU_CONVERSION_H_
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#define XENIA_APU_CONVERSION_H_
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#include <cstdint>
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#include "xenia/base/byte_order.h"
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namespace xe {
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namespace apu {
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namespace conversion {
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inline void sequential_6_BE_to_interleaved_6_LE(float* output,
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const float* input,
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size_t ch_sample_count) {
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for (size_t sample = 0; sample < ch_sample_count; sample++) {
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for (size_t channel = 0; channel < 6; channel++) {
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output[sample * 6 + channel] =
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xe::byte_swap(input[channel * ch_sample_count + sample]);
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}
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}
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}
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inline void sequential_6_BE_to_interleaved_2_LE(float* output,
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const float* input,
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size_t ch_sample_count) {
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// Default 5.1 channel mapping is fl, fr, fc, lf, bl, br
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// https://docs.microsoft.com/en-us/windows/win32/xaudio2/xaudio2-default-channel-mapping
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for (size_t sample = 0; sample < ch_sample_count; sample++) {
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// put center on left and right, discard low frequency
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float fl = xe::byte_swap(input[0 * ch_sample_count + sample]);
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float fr = xe::byte_swap(input[1 * ch_sample_count + sample]);
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float fc = xe::byte_swap(input[2 * ch_sample_count + sample]);
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float br = xe::byte_swap(input[4 * ch_sample_count + sample]);
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float bl = xe::byte_swap(input[5 * ch_sample_count + sample]);
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float center_halved = fc * 0.5f;
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output[sample * 2] = (fl + bl + center_halved) * (1.0f / 2.5f);
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output[sample * 2 + 1] = (fr + br + center_halved) * (1.0f / 2.5f);
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}
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}
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} // namespace conversion
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} // namespace apu
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} // namespace xe
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#endif
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