mirror of
https://github.com/Ryujinx/Ryujinx.git
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dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
280 lines
No EOL
13 KiB
C#
280 lines
No EOL
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 Ryujinx.Audio.Renderer.Utils.Math;
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using System;
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using System.Diagnostics;
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using System.Numerics;
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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 DelayCommand : 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.Delay;
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public uint EstimatedProcessingTime { get; set; }
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public DelayParameter Parameter => _parameter;
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public Memory<DelayState> 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 DelayParameter _parameter;
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private const int FixedPointPrecision = 14;
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public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported)
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{
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Enabled = true;
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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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IsEffectEnabled = isEnabled;
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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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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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const ushort channelCount = 1;
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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float input = inputBuffer[i] * 64;
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float delayLineValue = state.DelayLines[0].Read();
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float temp = input * inGain + delayLineValue * feedbackGain;
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state.UpdateLowPassFilter(ref temp, channelCount);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 2;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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Vector2 channelInput = new Vector2
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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};
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Vector2 delayLineValues = new Vector2()
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{
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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};
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Vector2 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 4;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
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delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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Vector4 channelInput = new Vector4
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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Z = *((float*)inputBuffers[2] + i) * 64,
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W = *((float*)inputBuffers[3] + i) * 64
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};
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Vector4 delayLineValues = new Vector4()
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{
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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Z = state.DelayLines[2].Read(),
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W = state.DelayLines[3].Read()
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};
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Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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*((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
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*((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 6;
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
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0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
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delayFeedbackCrossGain, 0.0f, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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Vector6 channelInput = new Vector6
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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Z = *((float*)inputBuffers[2] + i) * 64,
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W = *((float*)inputBuffers[3] + i) * 64,
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V = *((float*)inputBuffers[4] + i) * 64,
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U = *((float*)inputBuffers[5] + i) * 64
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};
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Vector6 delayLineValues = new Vector6
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{
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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Z = state.DelayLines[2].Read(),
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W = state.DelayLines[3].Read(),
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V = state.DelayLines[4].Read(),
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U = state.DelayLines[5].Read()
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};
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Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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*((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
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*((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
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*((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64;
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*((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64;
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}
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}
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private unsafe void ProcessDelay(CommandList context, ref DelayState 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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ProcessDelayMono(ref state, (float*)outputBuffers[0], (float*)inputBuffers[0], context.SampleCount);
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break;
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case 2:
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ProcessDelayStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessDelayQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessDelaySurround(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 DelayState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.Status == UsageState.Invalid)
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{
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state = new DelayState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == 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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ProcessDelay(context, ref state);
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}
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}
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} |