f556c80d02
* 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
126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class MixCommand : ICommand
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{
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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.Mix;
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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 float Volume { get; }
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public MixCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = (ushort)inputBufferIndex;
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OutputBufferIndex = (ushort)outputBufferIndex;
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Volume = volume;
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}
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private void ProcessMixAvx(Span<float> outputMix, ReadOnlySpan<float> inputMix)
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{
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Vector256<float> volumeVec = Vector256.Create(Volume);
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ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputMix);
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Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputMix);
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int sisdStart = inputVec.Length * 8;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Avx.Add(outputVec[i], Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec)));
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}
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for (int i = sisdStart; i < inputMix.Length; i++)
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{
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outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
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}
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}
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private void ProcessMixSse41(Span<float> outputMix, ReadOnlySpan<float> inputMix)
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{
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Vector128<float> volumeVec = Vector128.Create(Volume);
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ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputMix);
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Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputMix);
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int sisdStart = inputVec.Length * 4;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Sse.Add(outputVec[i], Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec)));
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}
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for (int i = sisdStart; i < inputMix.Length; i++)
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{
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outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessMixSlowPath(Span<float> outputMix, ReadOnlySpan<float> inputMix)
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{
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for (int i = 0; i < inputMix.Length; i++)
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{
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outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
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}
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}
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private void ProcessMix(Span<float> outputMix, ReadOnlySpan<float> inputMix)
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{
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if (Avx.IsSupported)
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{
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ProcessMixAvx(outputMix, inputMix);
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}
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else if (Sse41.IsSupported)
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{
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ProcessMixSse41(outputMix, inputMix);
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}
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else
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{
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ProcessMixSlowPath(outputMix, inputMix);
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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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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
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ProcessMix(outputBuffer, inputBuffer);
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}
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}
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}
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