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authorGravatar Subv2017-09-25 13:06:42 -0500
committerGravatar Subv2017-09-25 18:31:37 -0500
commitd7459354f58d1b71fc0c5ec48de9242e6a2fd00c (patch)
tree20aa98adee17b0a2886273806a62f333d1198ab4 /src/audio_core/interpolate.cpp
parentMerge pull request #2952 from MerryMage/page-tables (diff)
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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.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/audio_core/interpolate.cpp b/src/audio_core/interpolate.cpp
index 16e68bc5c..83573d772 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,
47 state.xn1 = input[inputi + 1]; 47 state.xn1 = input[inputi + 1];
48 state.fposition = fposition - inputi * scale_factor; 48 state.fposition = fposition - inputi * scale_factor;
49 49
50 input.erase(input.begin(), input.begin() + inputi + 2); 50 input.erase(input.begin(), std::next(input.begin(), inputi + 2));
51} 51}
52 52
53void None(State& state, StereoBuffer16& input, float rate, DSP::HLE::StereoFrame16& output, 53void None(State& state, StereoBuffer16& input, float rate, DSP::HLE::StereoFrame16& output,