// // Copyright (c) 2019-2020 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[RendererConstants.MixBufferCountMax]; OutputBufferIndices = new ushort[RendererConstants.MixBufferCountMax]; Volume0 = new float[RendererConstants.MixBufferCountMax]; Volume1 = new float[RendererConstants.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; } } } } }