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.
254 lines
13 KiB
C#
254 lines
13 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class Reverb3dCommand : ICommand
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{
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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 };
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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 };
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private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
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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 };
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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 };
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private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
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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 };
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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 };
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private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
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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 };
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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 };
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private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.Reverb3d;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public Reverb3dParameter Parameter => _parameter;
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public Memory<Reverb3dState> State { get; }
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public ulong WorkBuffer { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; }
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public bool IsEffectEnabled { get; }
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private Reverb3dParameter _parameter;
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public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported)
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{
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Enabled = true;
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IsEffectEnabled = isEnabled;
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NodeId = nodeId;
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_parameter = parameter;
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State = state;
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WorkBuffer = workBuffer;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dMono(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dStereo(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dQuadraphonic(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dSurround(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
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}
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private unsafe void ProcessReverb3dGeneric(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
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{
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const int delayLineSampleIndexOffset = 1;
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bool isMono = Parameter.ChannelCount == 1;
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bool isSurround = Parameter.ChannelCount == 6;
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Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
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Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
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Span<float> feedbackValues = stackalloc float[4];
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Span<float> feedbackOutputValues = stackalloc float[4];
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Span<float> values = stackalloc float[4];
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for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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outputValues.Fill(0);
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float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
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for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
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{
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int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[i];
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float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
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outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
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}
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float targetPreDelayValue = 0;
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex);
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targetPreDelayValue += channelInput[channelIndex];
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}
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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outputValues[i] *= state.EarlyReflectionsGain;
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}
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state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
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state.PreDelayLine.Update(state.PreviousPreDelayValue);
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for (int i = 0; i < state.FdnDelayLines.Length; i++)
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{
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float fdnValue = state.FdnDelayLines[i].Read();
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float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
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state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
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feedbackOutputValues[i] = feedbackOutputValue;
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}
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feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
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feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
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for (int i = 0; i < state.DecayDelays1.Length; i++)
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{
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float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
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values[i] = state.DecayDelays2[i].Update(temp);
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state.FdnDelayLines[i].Update(values[i]);
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}
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for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
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{
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int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
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if (targetOutputFeedbackIndex >= 0)
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{
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*((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
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}
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}
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if (isMono)
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{
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*((float*)outputBuffers[0] + sampleIndex) += values[1];
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}
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if (isSurround)
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{
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*((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.FrontCenterDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
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}
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}
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}
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public void ProcessReverb3d(CommandList context, ref Reverb3dState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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switch (Parameter.ChannelCount)
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{
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case 1:
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ProcessReverb3dMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 2:
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ProcessReverb3dStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessReverb3dQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessReverb3dSurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException(Parameter.ChannelCount.ToString());
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}
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}
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else
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{
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
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}
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}
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}
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}
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public void Process(CommandList context)
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{
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ref Reverb3dState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.ParameterStatus == UsageState.Invalid)
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{
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state = new Reverb3dState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.ParameterStatus == UsageState.New)
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{
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state.UpdateParameter(ref _parameter);
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}
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}
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ProcessReverb3d(context, ref state);
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}
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}
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} |