ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/ReverbCommand.cs
Mary f556c80d02
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
2021-02-26 01:11:56 +01:00

285 lines
13 KiB
C#

//
// 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);
}
}
}