mirror of
https://github.com/Ryujinx/Ryujinx.git
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b8ad676fb8
This improve RyuJIT codegen drastically on the DSP side. This may reduce CPU usage of the DSP thread quite a lot.
85 lines
2.8 KiB
C#
85 lines
2.8 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 Ryujinx.Audio.Renderer.Common;
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using System;
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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 MixRampCommand : 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.MixRamp;
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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 Volume0 { get; }
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public float Volume1 { get; }
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public Memory<VoiceUpdateState> State { get; }
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public int LastSampleIndex { get; }
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public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
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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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Volume0 = volume0;
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Volume1 = volume1;
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State = state;
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LastSampleIndex = lastSampleIndex;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private float ProcessMixRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
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{
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float ramp = (Volume1 - Volume0) / sampleCount;
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float volume = Volume0;
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float state = 0;
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for (int i = 0; i < sampleCount; i++)
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{
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state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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outputBuffer[i] += state;
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volume += ramp;
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}
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return state;
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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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State.Span[0].LastSamples[LastSampleIndex] = ProcessMixRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
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}
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}
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}
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