1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
146 lines
5.7 KiB
C#
146 lines
5.7 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.State;
|
|
using Ryujinx.Audio.Renderer.Parameter.Effect;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class LimiterCommandVersion1 : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.LimiterVersion1;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public LimiterParameter Parameter => _parameter;
|
|
public Memory<LimiterState> State { get; }
|
|
public ulong WorkBuffer { get; }
|
|
public ushort[] OutputBufferIndices { get; }
|
|
public ushort[] InputBufferIndices { get; }
|
|
public bool IsEffectEnabled { get; }
|
|
|
|
private LimiterParameter _parameter;
|
|
|
|
public LimiterCommandVersion1(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> 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]);
|
|
}
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
ref LimiterState state = ref State.Span[0];
|
|
|
|
if (IsEffectEnabled)
|
|
{
|
|
if (Parameter.Status == Server.Effect.UsageState.Invalid)
|
|
{
|
|
state = new LimiterState(ref _parameter, WorkBuffer);
|
|
}
|
|
else if (Parameter.Status == Server.Effect.UsageState.New)
|
|
{
|
|
state.UpdateParameter(ref _parameter);
|
|
}
|
|
}
|
|
|
|
ProcessLimiter(context, ref state);
|
|
}
|
|
|
|
private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
|
|
{
|
|
Debug.Assert(Parameter.IsChannelCountValid());
|
|
|
|
if (IsEffectEnabled && Parameter.IsChannelCountValid())
|
|
{
|
|
Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
|
|
Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
|
|
|
|
for (int i = 0; i < Parameter.ChannelCount; i++)
|
|
{
|
|
inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
|
|
outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
|
|
}
|
|
|
|
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
|
|
{
|
|
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
|
|
{
|
|
float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
|
|
|
|
float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
|
|
|
|
float sampleInputMax = Math.Abs(inputSample);
|
|
|
|
float inputCoefficient = Parameter.ReleaseCoefficient;
|
|
|
|
if (sampleInputMax > state.DectectorAverage[channelIndex])
|
|
{
|
|
inputCoefficient = Parameter.AttackCoefficient;
|
|
}
|
|
|
|
state.DectectorAverage[channelIndex] += inputCoefficient * (sampleInputMax - state.DectectorAverage[channelIndex]);
|
|
|
|
float attenuation = 1.0f;
|
|
|
|
if (state.DectectorAverage[channelIndex] > Parameter.Threshold)
|
|
{
|
|
attenuation = Parameter.Threshold / state.DectectorAverage[channelIndex];
|
|
}
|
|
|
|
float outputCoefficient = Parameter.ReleaseCoefficient;
|
|
|
|
if (state.CompressionGain[channelIndex] > attenuation)
|
|
{
|
|
outputCoefficient = Parameter.AttackCoefficient;
|
|
}
|
|
|
|
state.CompressionGain[channelIndex] += outputCoefficient * (attenuation - state.CompressionGain[channelIndex]);
|
|
|
|
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
|
|
|
|
float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
|
|
|
|
*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
|
|
|
|
delayedSample = inputSample;
|
|
|
|
state.DelayedSampleBufferPosition[channelIndex]++;
|
|
|
|
while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
|
|
{
|
|
state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < Parameter.ChannelCount; i++)
|
|
{
|
|
if (InputBufferIndices[i] != OutputBufferIndices[i])
|
|
{
|
|
context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |