Haydn: Part 1 (#2007)

* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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249 changed files with 5614 additions and 2712 deletions

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class AdpcmDataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.AdpcmDataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public ulong AdpcmParameter { get; }
public ulong AdpcmParameterSize { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public AdpcmDataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = outputBufferIndex;
SampleRate = serverState.SampleRate;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
AdpcmParameter = serverState.DataSourceStateAddressInfo.GetReference(true);
AdpcmParameterSize = serverState.DataSourceStateAddressInfo.Size;
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.Adpcm,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = AdpcmParameter,
ExtraParameterSize = AdpcmParameterSize,
ChannelIndex = 0,
ChannelCount = 1,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Memory;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Dsp.State.AuxiliaryBufferHeader;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class AuxiliaryBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.AuxiliaryBuffer;
public ulong EstimatedProcessingTime { get; set; }
public uint InputBufferIndex { get; }
public uint OutputBufferIndex { get; }
public AuxiliaryBufferAddresses BufferInfo { get; }
public CpuAddress InputBuffer { get; }
public CpuAddress OutputBuffer { get; }
public uint CountMax { get; }
public uint UpdateCount { get; }
public uint WriteOffset { get; }
public bool IsEffectEnabled { get; }
public AuxiliaryBufferCommand(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset,
ref AuxiliaryBufferAddresses sendBufferInfo, bool isEnabled, uint countMax,
CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = bufferOffset + inputBufferOffset;
OutputBufferIndex = bufferOffset + outputBufferOffset;
BufferInfo = sendBufferInfo;
InputBuffer = inputBuffer;
OutputBuffer = outputBuffer;
CountMax = countMax;
UpdateCount = updateCount;
WriteOffset = writeOffset;
IsEffectEnabled = isEnabled;
}
private uint Read(IVirtualMemoryManager memoryManager, ulong bufferAddress, uint countMax, Span<int> outBuffer, uint count, uint readOffset, uint updateCount)
{
if (countMax == 0 || bufferAddress == 0)
{
return 0;
}
uint targetReadOffset = readOffset + AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo);
if (targetReadOffset > countMax)
{
return 0;
}
uint remaining = count;
uint outBufferOffset = 0;
while (remaining != 0)
{
uint countToWrite = Math.Min(countMax - targetReadOffset, remaining);
memoryManager.Read(bufferAddress + targetReadOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(outBuffer.Slice((int)outBufferOffset, (int)countToWrite)));
targetReadOffset = (targetReadOffset + countToWrite) % countMax;
remaining -= countToWrite;
outBufferOffset += countToWrite;
}
if (updateCount != 0)
{
uint newReadOffset = (AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo) + updateCount) % countMax;
AuxiliaryBufferInfo.SetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo, newReadOffset);
}
return count;
}
private uint Write(IVirtualMemoryManager memoryManager, ulong outBufferAddress, uint countMax, ReadOnlySpan<int> buffer, uint count, uint writeOffset, uint updateCount)
{
if (countMax == 0 || outBufferAddress == 0)
{
return 0;
}
uint targetWriteOffset = writeOffset + AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo);
if (targetWriteOffset > countMax)
{
return 0;
}
uint remaining = count;
uint inBufferOffset = 0;
while (remaining != 0)
{
uint countToWrite = Math.Min(countMax - targetWriteOffset, remaining);
memoryManager.Write(outBufferAddress + targetWriteOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(buffer.Slice((int)inBufferOffset, (int)countToWrite)));
targetWriteOffset = (targetWriteOffset + countToWrite) % countMax;
remaining -= countToWrite;
inBufferOffset += countToWrite;
}
if (updateCount != 0)
{
uint newWriteOffset = (AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo) + updateCount) % countMax;
AuxiliaryBufferInfo.SetWriteOffset(memoryManager, BufferInfo.SendBufferInfo, newWriteOffset);
}
return count;
}
public void Process(CommandList context)
{
Span<float> inputBuffer = context.GetBuffer((int)InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer((int)OutputBufferIndex);
if (IsEffectEnabled)
{
Span<int> inputBufferInt = MemoryMarshal.Cast<float, int>(inputBuffer);
Span<int> outputBufferInt = MemoryMarshal.Cast<float, int>(outputBuffer);
// Convert input data to the target format for user (int)
DataSourceHelper.ToInt(inputBufferInt, inputBuffer, outputBuffer.Length);
// Send the input to the user
Write(context.MemoryManager, OutputBuffer, CountMax, inputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
// Convert back to float just in case it's reused
DataSourceHelper.ToFloat(inputBuffer, inputBufferInt, inputBuffer.Length);
// Retrieve the input from user
uint readResult = Read(context.MemoryManager, InputBuffer, CountMax, outputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
// Convert the outputBuffer back to the target format of the renderer (float)
DataSourceHelper.ToFloat(outputBuffer, outputBufferInt, outputBuffer.Length);
if (readResult != context.SampleCount)
{
outputBuffer.Slice((int)readResult, (int)context.SampleCount - (int)readResult).Fill(0);
}
}
else
{
ZeroFill(context.MemoryManager, BufferInfo.SendBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
ZeroFill(context.MemoryManager, BufferInfo.ReturnBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
if (InputBufferIndex != OutputBufferIndex)
{
inputBuffer.CopyTo(outputBuffer);
}
}
}
private static void ZeroFill(IVirtualMemoryManager memoryManager, ulong address, int size)
{
ulong endAddress = address + (ulong)size;
while (address + 7UL < endAddress)
{
memoryManager.Write(address, 0UL);
address += 8;
}
while (address < endAddress)
{
memoryManager.Write(address, (byte)0);
address++;
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class BiquadFilterCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.BiquadFilter;
public ulong EstimatedProcessingTime { get; set; }
public BiquadFilterParameter Parameter { get; }
public Memory<BiquadFilterState> BiquadFilterState { get; }
public int InputBufferIndex { get; }
public int OutputBufferIndex { get; }
public bool NeedInitialization { get; }
public BiquadFilterCommand(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
{
Parameter = filter;
BiquadFilterState = biquadFilterStateMemory;
InputBufferIndex = baseIndex + inputBufferOffset;
OutputBufferIndex = baseIndex + outputBufferOffset;
NeedInitialization = needInitialization;
Enabled = true;
NodeId = nodeId;
}
private void ProcessBiquadFilter(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
const int fixedPointPrecisionForParameter = 14;
float a0 = FixedPointHelper.ToFloat(Parameter.Numerator[0], fixedPointPrecisionForParameter);
float a1 = FixedPointHelper.ToFloat(Parameter.Numerator[1], fixedPointPrecisionForParameter);
float a2 = FixedPointHelper.ToFloat(Parameter.Numerator[2], fixedPointPrecisionForParameter);
float b1 = FixedPointHelper.ToFloat(Parameter.Denominator[0], fixedPointPrecisionForParameter);
float b2 = FixedPointHelper.ToFloat(Parameter.Denominator[1], fixedPointPrecisionForParameter);
ref BiquadFilterState state = ref BiquadFilterState.Span[0];
for (int i = 0; i < sampleCount; i++)
{
float input = inputBuffer[i];
float output = input * a0 + state.Z1;
state.Z1 = input * a1 + output * b1 + state.Z2;
state.Z2 = input * a2 + output * b2;
outputBuffer[i] = output;
}
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(InputBufferIndex);
if (NeedInitialization)
{
BiquadFilterState.Span[0] = new BiquadFilterState();
}
ProcessBiquadFilter(outputBuffer, outputBuffer, context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CircularBufferSinkCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.CircularBufferSink;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] Input { get; }
public uint InputCount { get; }
public ulong CircularBuffer { get; }
public ulong CircularBufferSize { get; }
public ulong CurrentOffset { get; }
public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
{
Enabled = true;
NodeId = nodeId;
Input = new ushort[Constants.ChannelCountMax];
InputCount = parameter.InputCount;
for (int i = 0; i < InputCount; i++)
{
Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
}
CircularBuffer = circularBufferAddressInfo.GetReference(true);
CircularBufferSize = parameter.BufferSize;
CurrentOffset = currentOffset;
Debug.Assert(CircularBuffer != 0);
}
public void Process(CommandList context)
{
const int targetChannelCount = 2;
ulong currentOffset = CurrentOffset;
if (CircularBufferSize > 0)
{
for (int i = 0; i < InputCount; i++)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(Input[i]);
ulong targetOffset = CircularBuffer + currentOffset;
for (int y = 0; y < context.SampleCount; y++)
{
context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
}
currentOffset += context.SampleCount * targetChannelCount;
if (currentOffset >= CircularBufferSize)
{
currentOffset = 0;
}
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class ClearMixBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.ClearMixBuffer;
public ulong EstimatedProcessingTime { get; set; }
public ClearMixBufferCommand(int nodeId)
{
Enabled = true;
NodeId = nodeId;
}
public void Process(CommandList context)
{
context.Buffers.Span.Fill(0);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CommandList
{
public ulong StartTime { get; private set; }
public ulong EndTime { get; private set; }
public uint SampleCount { get; }
public uint SampleRate { get; }
public Memory<float> Buffers { get; }
public uint BufferCount { get; }
public List<ICommand> Commands { get; }
public IVirtualMemoryManager MemoryManager { get; }
public IHardwareDevice OutputDevice { get; private set; }
public CommandList(AudioRenderSystem renderSystem) : this(renderSystem.MemoryManager,
renderSystem.GetMixBuffer(),
renderSystem.GetSampleCount(),
renderSystem.GetSampleRate(),
renderSystem.GetMixBufferCount(),
renderSystem.GetVoiceChannelCountMax())
{
}
public CommandList(IVirtualMemoryManager memoryManager, Memory<float> mixBuffer, uint sampleCount, uint sampleRate, uint mixBufferCount, uint voiceChannelCountMax)
{
SampleCount = sampleCount;
SampleRate = sampleRate;
BufferCount = mixBufferCount + voiceChannelCountMax;
Buffers = mixBuffer;
Commands = new List<ICommand>();
MemoryManager = memoryManager;
}
public void AddCommand(ICommand command)
{
Commands.Add(command);
}
public void AddCommand<T>(T command) where T : unmanaged, ICommand
{
throw new NotImplementedException();
}
public Memory<float> GetBufferMemory(int index)
{
return Buffers.Slice(index * (int)SampleCount, (int)SampleCount);
}
public Span<float> GetBuffer(int index)
{
return Buffers.Span.Slice(index * (int)SampleCount, (int)SampleCount);
}
public ulong GetTimeElapsedSinceDspStartedProcessing()
{
return (ulong)PerformanceCounter.ElapsedNanoseconds - StartTime;
}
public void Process(IHardwareDevice outputDevice)
{
OutputDevice = outputDevice;
StartTime = (ulong)PerformanceCounter.ElapsedNanoseconds;
foreach (ICommand command in Commands)
{
if (command.Enabled)
{
bool shouldMeter = command.ShouldMeter();
long startTime = 0;
if (shouldMeter)
{
startTime = PerformanceCounter.ElapsedNanoseconds;
}
command.Process(this);
if (shouldMeter)
{
ulong effectiveElapsedTime = (ulong)(PerformanceCounter.ElapsedNanoseconds - startTime);
if (effectiveElapsedTime > command.EstimatedProcessingTime)
{
Logger.Warning?.Print(LogClass.AudioRenderer, $"Command {command.GetType().Name} took {effectiveElapsedTime}ns (expected {command.EstimatedProcessingTime}ns)");
}
}
}
}
EndTime = (ulong)PerformanceCounter.ElapsedNanoseconds;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public enum CommandType : byte
{
Invalid,
PcmInt16DataSourceVersion1,
PcmInt16DataSourceVersion2,
PcmFloatDataSourceVersion1,
PcmFloatDataSourceVersion2,
AdpcmDataSourceVersion1,
AdpcmDataSourceVersion2,
Volume,
VolumeRamp,
BiquadFilter,
Mix,
MixRamp,
MixRampGrouped,
DepopPrepare,
DepopForMixBuffers,
Delay,
Upsample,
DownMixSurroundToStereo,
AuxiliaryBuffer,
DeviceSink,
CircularBufferSink,
Reverb,
Reverb3d,
Performance,
ClearMixBuffer,
CopyMixBuffer
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CopyMixBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.CopyMixBuffer;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public CopyMixBufferCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
inputBuffer.CopyTo(outputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DataSourceVersion2Command : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType { get; }
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public ulong ExtraParameter { get; }
public ulong ExtraParameterSize { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public SampleFormat SampleFormat { get; }
public SampleRateConversionQuality SrcQuality { get; }
public DataSourceVersion2Command(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
SampleFormat = serverState.SampleFormat;
SrcQuality = serverState.SrcQuality;
CommandType = GetCommandTypeBySampleFormat(SampleFormat);
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(2);
}
if (SampleFormat == SampleFormat.Adpcm)
{
ExtraParameter = serverState.DataSourceStateAddressInfo.GetReference(true);
ExtraParameterSize = serverState.DataSourceStateAddressInfo.Size;
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
private static CommandType GetCommandTypeBySampleFormat(SampleFormat sampleFormat)
{
switch (sampleFormat)
{
case SampleFormat.Adpcm:
return CommandType.AdpcmDataSourceVersion2;
case SampleFormat.PcmInt16:
return CommandType.PcmInt16DataSourceVersion2;
case SampleFormat.PcmFloat:
return CommandType.PcmFloatDataSourceVersion2;
default:
throw new NotImplementedException($"{sampleFormat}");
}
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = ExtraParameter,
ExtraParameterSize = ExtraParameterSize,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
SrcQuality = SrcQuality
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DelayCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Delay;
public ulong EstimatedProcessingTime { get; set; }
public DelayParameter Parameter => _parameter;
public Memory<DelayState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsEffectEnabled { get; }
private DelayParameter _parameter;
private const int FixedPointPrecision = 14;
public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId)
{
Enabled = true;
NodeId = nodeId;
_parameter = parameter;
State = state;
WorkBuffer = workBuffer;
IsEffectEnabled = isEnabled;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
}
}
private void ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
for (int i = 0; i < sampleCount; i++)
{
float input = inputBuffer[i] * 64;
float delayLineValue = state.DelayLines[0].Read();
float lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
state.LowPassZ[0] = lowPassResult;
state.DelayLines[0].Update(lowPassResult);
outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
}
}
private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelay(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount);
break;
case 2:
ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessDelaySurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
}
}
}
}
public void Process(CommandList context)
{
ref DelayState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.Status == UsageState.Invalid)
{
state = new DelayState(ref _parameter, WorkBuffer);
}
else if (Parameter.Status == UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessDelay(context);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopForMixBuffersCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopForMixBuffers;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferOffset { get; }
public uint MixBufferCount { get; }
public float Decay { get; }
public Memory<float> DepopBuffer { get; }
private const int FixedPointPrecisionForDecay = 15;
public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
{
Enabled = true;
NodeId = nodeId;
MixBufferOffset = bufferOffset;
MixBufferCount = mixBufferCount;
DepopBuffer = depopBuffer;
if (sampleRate == 48000)
{
Decay = 0.962189f;
}
else // if (sampleRate == 32000)
{
Decay = 0.943695f;
}
}
private float ProcessDepopMix(Span<float> buffer, float depopValue, uint sampleCount)
{
if (depopValue <= 0)
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] -= depopValue;
}
return -depopValue;
}
else
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] += depopValue;
}
return depopValue;
}
}
public void Process(CommandList context)
{
uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
for (int i = (int)MixBufferOffset; i < bufferCount; i++)
{
float depopValue = DepopBuffer.Span[i];
if (depopValue != 0)
{
Span<float> buffer = context.GetBuffer(i);
DepopBuffer.Span[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopPrepareCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopPrepare;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] OutputBufferIndices { get; }
public Memory<VoiceUpdateState> State { get; }
public Memory<float> DepopBuffer { get; }
public DepopPrepareCommand(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint mixBufferCount, uint bufferOffset, int nodeId, bool enabled)
{
Enabled = enabled;
NodeId = nodeId;
MixBufferCount = mixBufferCount;
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
for (int i = 0; i < Constants.MixBufferCountMax; i++)
{
OutputBufferIndices[i] = (ushort)(bufferOffset + i);
}
State = state;
DepopBuffer = depopBuffer;
}
public void Process(CommandList context)
{
ref VoiceUpdateState state = ref State.Span[0];
for (int i = 0; i < MixBufferCount; i++)
{
if (state.LastSamples[i] != 0)
{
DepopBuffer.Span[OutputBufferIndices[i]] += state.LastSamples[i];
state.LastSamples[i] = 0;
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Server.Sink;
using System;
using System.Runtime.CompilerServices;
using System.Text;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DeviceSinkCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DeviceSink;
public ulong EstimatedProcessingTime { get; set; }
public string DeviceName { get; }
public int SessionId { get; }
public uint InputCount { get; }
public ushort[] InputBufferIndices { get; }
public Memory<float> Buffers { get; }
public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
{
Enabled = true;
NodeId = nodeId;
DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
SessionId = sessionId;
InputCount = sink.Parameter.InputCount;
InputBufferIndices = new ushort[InputCount];
for (int i = 0; i < InputCount; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + sink.Parameter.Input[i]);
}
if (sink.UpsamplerState != null)
{
Buffers = sink.UpsamplerState.OutputBuffer;
}
else
{
Buffers = buffers;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Span<float> GetBuffer(int index, int sampleCount)
{
return Buffers.Span.Slice(index * sampleCount, sampleCount);
}
public void Process(CommandList context)
{
IHardwareDevice device = context.OutputDevice;
if (device.GetSampleRate() == Constants.TargetSampleRate)
{
int channelCount = (int)device.GetChannelCount();
uint bufferCount = Math.Min(device.GetChannelCount(), InputCount);
const int sampleCount = Constants.TargetSampleCount;
short[] outputBuffer = new short[bufferCount * sampleCount];
for (int i = 0; i < bufferCount; i++)
{
ReadOnlySpan<float> inputBuffer = GetBuffer(InputBufferIndices[i], sampleCount);
for (int j = 0; j < sampleCount; j++)
{
outputBuffer[i + j * channelCount] = PcmHelper.Saturate(inputBuffer[j]);
}
}
device.AppendBuffer(outputBuffer, InputCount);
}
else
{
// TODO: support resampling for device only supporting something different
throw new NotImplementedException();
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DownMixSurroundToStereoCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DownMixSurroundToStereo;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Coefficients { get; }
public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
}
Coefficients = downMixParameter.ToArray();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
{
return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
}
public void Process(CommandList context)
{
ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
Span<float> unused2 = context.GetBuffer(OutputBufferIndices[2]);
Span<float> unused3 = context.GetBuffer(OutputBufferIndices[3]);
Span<float> unused4 = context.GetBuffer(OutputBufferIndices[4]);
Span<float> unused5 = context.GetBuffer(OutputBufferIndices[5]);
for (int i = 0; i < context.SampleCount; i++)
{
stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
}
unused2.Fill(0);
unused3.Fill(0);
unused4.Fill(0);
unused5.Fill(0);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public interface ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType { get; }
public ulong EstimatedProcessingTime { get; }
public void Process(CommandList context);
public bool ShouldMeter()
{
return false;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Mix;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume { get; }
public MixCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
Volume = volume;
}
private void ProcessMixAvx(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
Vector256<float> volumeVec = Vector256.Create(Volume);
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputMix);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputMix);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.Add(outputVec[i], Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec)));
}
for (int i = sisdStart; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
private void ProcessMixSse41(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputMix);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputMix);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse.Add(outputVec[i], Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec)));
}
for (int i = sisdStart; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessMixSlowPath(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
for (int i = 0; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
private void ProcessMix(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
if (Avx.IsSupported)
{
ProcessMixAvx(outputMix, inputMix);
}
else if (Sse41.IsSupported)
{
ProcessMixSse41(outputMix, inputMix);
}
else
{
ProcessMixSlowPath(outputMix, inputMix);
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessMix(outputBuffer, inputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public int LastSampleIndex { get; }
public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
Volume0 = volume0;
Volume1 = volume1;
State = state;
LastSampleIndex = lastSampleIndex;
}
private float ProcessMixRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
State.Span[0].LastSamples[LastSampleIndex] = ProcessMixRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampGroupedCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRampGrouped;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Volume0 { get; }
public float[] Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
MixBufferCount = mixBufferCount;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.MixBufferCountMax];
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
Volume0 = new float[Constants.MixBufferCountMax];
Volume1 = new float[Constants.MixBufferCountMax];
for (int i = 0; i < mixBufferCount; i++)
{
InputBufferIndices[i] = (ushort)inputBufferIndex;
OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
Volume0[i] = volume0[i];
Volume1[i] = volume1[i];
}
State = state;
}
private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
{
float ramp = (volume1 - volume0) / sampleCount;
float volume = volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
for (int i = 0; i < MixBufferCount; i++)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
float volume0 = Volume0[i];
float volume1 = Volume1[i];
ref VoiceUpdateState state = ref State.Span[0];
if (volume0 != 0 || volume1 != 0)
{
state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
}
else
{
state.LastSamples[i] = 0;
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PcmFloatDataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.PcmFloatDataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public PcmFloatDataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.PcmInt16,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = 0,
ExtraParameterSize = 0,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PcmInt16DataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.PcmInt16DataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public PcmInt16DataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.PcmInt16,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = 0,
ExtraParameterSize = 0,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.Performance;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PerformanceCommand : ICommand
{
public enum Type
{
Invalid,
Start,
End
}
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Performance;
public ulong EstimatedProcessingTime { get; set; }
public PerformanceEntryAddresses PerformanceEntryAddresses { get; }
public Type PerformanceType { get; set; }
public PerformanceCommand(ref PerformanceEntryAddresses performanceEntryAddresses, Type performanceType, int nodeId)
{
Enabled = true;
PerformanceEntryAddresses = performanceEntryAddresses;
PerformanceType = performanceType;
NodeId = nodeId;
}
public void Process(CommandList context)
{
if (PerformanceType == Type.Start)
{
PerformanceEntryAddresses.SetStartTime(context.GetTimeElapsedSinceDspStartedProcessing());
}
else if (PerformanceType == Type.End)
{
PerformanceEntryAddresses.SetProcessingTime(context.GetTimeElapsedSinceDspStartedProcessing());
PerformanceEntryAddresses.IncrementEntryCount();
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class Reverb3dCommand : ICommand
{
private static readonly int[] OutputEarlyIndicesTableMono = new int[20] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
private static readonly int[] OutputEarlyIndicesTableStereo = new int[20] { 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1 };
private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[20] { 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 3, 3, 3 };
private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableSurround = new int[40] { 4, 5, 0, 5, 0, 5, 1, 5, 1, 5, 1, 5, 1, 5, 2, 5, 2, 5, 2, 5, 1, 5, 1, 5, 1, 5, 0, 5, 0, 5, 0, 5, 0, 5, 3, 5, 3, 5, 3, 5 };
private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[40] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Reverb3d;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public Reverb3dParameter Parameter => _parameter;
public Memory<Reverb3dState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsEffectEnabled { get; }
private Reverb3dParameter _parameter;
public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId)
{
Enabled = true;
IsEffectEnabled = isEnabled;
NodeId = nodeId;
_parameter = parameter;
State = state;
WorkBuffer = workBuffer;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
}
}
private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
}
private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
}
private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
}
private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
}
private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
{
const int delayLineSampleIndexOffset = 1;
ref Reverb3dState state = ref State.Span[0];
bool isMono = Parameter.ChannelCount == 1;
bool isSurround = Parameter.ChannelCount == 6;
float[] outputValues = new float[Constants.ChannelCountMax];
float[] channelInput = new float[Parameter.ChannelCount];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] values = new float[4];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().Fill(0);
float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i];
float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
}
float targetPreDelayValue = 0;
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
targetPreDelayValue += channelInput[channelIndex];
}
for (int i = 0; i < Parameter.ChannelCount; i++)
{
outputValues[i] *= state.EarlyReflectionsGain;
}
state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
state.PreDelayLine.Update(state.PreviousPreDelayValue);
for (int i = 0; i < state.FdnDelayLines.Length; i++)
{
float fdnValue = state.FdnDelayLines[i].Read();
float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
feedbackOutputValues[i] = feedbackOutputValue;
}
feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
for (int i = 0; i < state.DecayDelays1.Length; i++)
{
float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
values[i] = state.DecayDelays2[i].Update(temp);
state.FdnDelayLines[i].Update(values[i]);
}
for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
{
int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
if (targetOutputFeedbackIndex >= 0)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
}
}
if (isMono)
{
outputBuffers[0].Span[sampleIndex] += values[1];
}
if (isSurround)
{
outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
}
}
}
public void ProcessReverb3d(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
}
}
}
}
public void Process(CommandList context)
{
ref Reverb3dState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.ParameterStatus == UsageState.Invalid)
{
state = new Reverb3dState(ref _parameter, WorkBuffer);
}
else if (Parameter.ParameterStatus == UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessReverb3d(context);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class ReverbCommand : ICommand
{
private static readonly int[] OutputEarlyIndicesTableMono = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableMono = new int[4] { 0, 0, 0, 0 };
private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableStereo = new int[10] { 0, 0, 1, 1, 0, 1, 0, 0, 1, 1 };
private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableStereo = new int[4] { 0, 0, 1, 1 };
private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[4] { 2, 0, 3, 1 };
private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[10] { 0, 0, 1, 1, 0, 1, 2, 2, 3, 3 };
private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableSurround = new int[20] { 0, 5, 0, 5, 1, 5, 1, 5, 4, 5, 4, 5, 2, 5, 2, 5, 3, 5, 3, 5 };
private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[20] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9 };
private static readonly int[] OutputIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, 4, 5 };
private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, -1, 3 };
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Reverb;
public ulong EstimatedProcessingTime { get; set; }
public ReverbParameter Parameter => _parameter;
public Memory<ReverbState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsLongSizePreDelaySupported { get; }
public bool IsEffectEnabled { get; }
private ReverbParameter _parameter;
private const int FixedPointPrecision = 14;
public ReverbCommand(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, ulong workBuffer, int nodeId, bool isLongSizePreDelaySupported)
{
Enabled = true;
IsEffectEnabled = isEnabled;
NodeId = nodeId;
_parameter = parameter;
State = state;
WorkBuffer = workBuffer;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
}
IsLongSizePreDelaySupported = isLongSizePreDelaySupported;
}
private void ProcessReverbMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableMono,
TargetEarlyDelayLineIndicesTableMono,
TargetOutputFeedbackIndicesTableMono,
OutputIndicesTableMono);
}
private void ProcessReverbStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableStereo,
TargetEarlyDelayLineIndicesTableStereo,
TargetOutputFeedbackIndicesTableStereo,
OutputIndicesTableStereo);
}
private void ProcessReverbQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableQuadraphonic,
TargetEarlyDelayLineIndicesTableQuadraphonic,
TargetOutputFeedbackIndicesTableQuadraphonic,
OutputIndicesTableQuadraphonic);
}
private void ProcessReverbSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableSurround,
TargetEarlyDelayLineIndicesTableSurround,
TargetOutputFeedbackIndicesTableSurround,
OutputIndicesTableSurround);
}
private void ProcessReverbGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, ReadOnlySpan<int> outputIndicesTable)
{
ref ReverbState state = ref State.Span[0];
bool isSurround = Parameter.ChannelCount == 6;
float reverbGain = FixedPointHelper.ToFloat(Parameter.ReverbGain, FixedPointPrecision);
float lateGain = FixedPointHelper.ToFloat(Parameter.LateGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float[] outputValues = new float[Constants.ChannelCountMax];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] channelInput = new float[Parameter.ChannelCount];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().Fill(0);
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i];
float tapOutput = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], 0);
outputValues[outputIndex] += tapOutput * state.EarlyGain[earlyDelayIndex];
}
if (isSurround)
{
outputValues[5] *= 0.2f;
}
float targetPreDelayValue = 0;
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex] * 64;
targetPreDelayValue += channelInput[channelIndex] * reverbGain;
}
state.PreDelayLine.Update(targetPreDelayValue);
float lateValue = state.PreDelayLine.Tap(state.PreDelayLineDelayTime) * lateGain;
for (int i = 0; i < state.FdnDelayLines.Length; i++)
{
feedbackOutputValues[i] = state.FdnDelayLines[i].Read() * state.HighFrequencyDecayDirectGain[i] + state.PreviousFeedbackOutput[i] * state.HighFrequencyDecayPreviousGain[i];
state.PreviousFeedbackOutput[i] = feedbackOutputValues[i];
}
feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
for (int i = 0; i < state.FdnDelayLines.Length; i++)
{
feedbackOutputValues[i] = state.DecayDelays[i].Update(feedbackValues[i] + lateValue);
state.FdnDelayLines[i].Update(feedbackOutputValues[i]);
}
for (int i = 0; i < targetOutputFeedbackIndicesTable.Length; i++)
{
int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[i];
int outputIndex = outputIndicesTable[i];
if (targetOutputFeedbackIndex >= 0)
{
outputValues[outputIndex] += feedbackOutputValues[targetOutputFeedbackIndex];
}
}
if (isSurround)
{
outputValues[4] += state.BackLeftDelayLine.Update((feedbackOutputValues[2] - feedbackOutputValues[3]) * 0.5f);
}
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] * outGain + channelInput[channelIndex] * dryGain) / 64;
}
}
}
private void ProcessReverb(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverbMono(outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverbStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverbQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverbSurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
}
}
}
}
public void Process(CommandList context)
{
ref ReverbState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.Status == Server.Effect.UsageState.Invalid)
{
state = new ReverbState(ref _parameter, WorkBuffer, IsLongSizePreDelaySupported);
}
else if (Parameter.Status == Server.Effect.UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessReverb(context);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.Upsampler;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class UpsampleCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Upsample;
public ulong EstimatedProcessingTime { get; set; }
public uint BufferCount { get; }
public uint InputBufferIndex { get; }
public uint InputSampleCount { get; }
public uint InputSampleRate { get; }
public UpsamplerState UpsamplerInfo { get; }
public Memory<float> OutBuffer { get; }
public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = 0;
OutBuffer = info.OutputBuffer;
BufferCount = bufferCount;
InputSampleCount = sampleCount;
InputSampleRate = sampleRate;
info.SourceSampleCount = inputCount;
info.InputBufferIndices = new ushort[inputCount];
for (int i = 0; i < inputCount; i++)
{
info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
}
UpsamplerInfo = info;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Span<float> GetBuffer(int index, int sampleCount)
{
return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
}
public void Process(CommandList context)
{
float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
for (int i = 0; i < bufferCount; i++)
{
Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
float fraction = 0.0f;
ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class VolumeCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Volume;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume { get; }
public VolumeCommand(float volume, uint bufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)bufferIndex;
OutputBufferIndex = (ushort)bufferIndex;
Volume = volume;
}
private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector256<float> volumeVec = Vector256.Create(Volume);
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputBuffer);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputBuffer);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec));
}
for (int i = sisdStart; i < inputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec));
}
for (int i = sisdStart; i < inputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
if (Avx.IsSupported)
{
ProcessVolumeAvx(outputBuffer, inputBuffer);
}
else if (Sse41.IsSupported)
{
ProcessVolumeSse41(outputBuffer, inputBuffer);
}
else
{
ProcessVolumeSlowPath(outputBuffer, inputBuffer);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolumeSlowPath(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
for (int i = 0; i < outputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessVolume(outputBuffer, inputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class VolumeRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.VolumeRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)bufferIndex;
OutputBufferIndex = (ushort)bufferIndex;
Volume0 = volume0;
Volume1 = volume1;
}
private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
for (int i = 0; i < sampleCount; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
volume += ramp;
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}