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@@ -18,8 +18,10 @@
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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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.Server.Effect;
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+using Ryujinx.Audio.Renderer.Utils.Math;
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using System;
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using System;
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using System.Diagnostics;
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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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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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@@ -70,7 +72,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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}
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- [MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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{
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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@@ -83,133 +85,148 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float input = inputBuffer[i] * 64;
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float input = inputBuffer[i] * 64;
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float delayLineValue = state.DelayLines[0].Read();
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float delayLineValue = state.DelayLines[0].Read();
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- float lowPassResult = (input * inGain + delayLineValue * feedbackGain) * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
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+ float temp = input * inGain + delayLineValue * feedbackGain;
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- state.LowPassZ[0] = lowPassResult;
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-
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- state.DelayLines[0].Update(lowPassResult);
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+ state.UpdateLowPassFilter(ref temp, 1);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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}
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}
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}
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- [MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 2;
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const ushort channelCount = 2;
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- Span<float> channelInput = stackalloc float[channelCount];
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- Span<float> delayLineValues = stackalloc float[channelCount];
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- Span<float> temp = stackalloc float[channelCount];
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-
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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 dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, 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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+
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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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- for (int j = 0; j < channelCount; j++)
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+ Vector2 channelInput = new Vector2
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{
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{
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- channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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- delayLineValues[j] = state.DelayLines[j].Read();
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- }
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-
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- temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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- temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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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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- for (int j = 0; j < channelCount; j++)
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+ Vector2 delayLineValues = new Vector2()
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{
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{
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- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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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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- state.LowPassZ[j] = lowPassResult;
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- state.DelayLines[j].Update(lowPassResult);
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+ Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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- }
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+ state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
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+
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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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}
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}
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- [MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 4;
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const ushort channelCount = 4;
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- Span<float> channelInput = stackalloc float[channelCount];
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- Span<float> delayLineValues = stackalloc float[channelCount];
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- Span<float> temp = stackalloc float[channelCount];
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-
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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 dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, 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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+
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+
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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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- for (int j = 0; j < channelCount; j++)
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+ Vector4 channelInput = new Vector4
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{
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{
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- channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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- delayLineValues[j] = state.DelayLines[j].Read();
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- }
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-
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- temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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- temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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- temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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- temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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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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- for (int j = 0; j < channelCount; j++)
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+ Vector4 delayLineValues = new Vector4()
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{
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{
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- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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-
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- state.LowPassZ[j] = lowPassResult;
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- state.DelayLines[j].Update(lowPassResult);
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-
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- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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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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+
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+ Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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+
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+ state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
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+
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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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}
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}
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- [MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 6;
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const ushort channelCount = 6;
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- Span<float> channelInput = stackalloc float[channelCount];
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- Span<float> delayLineValues = stackalloc float[channelCount];
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- Span<float> temp = stackalloc float[channelCount];
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-
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+ float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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 dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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+ Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain , 0.0f , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain,
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+ 0.0f , delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f ,
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+ delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, 0.0f , 0.0f ,
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+ 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , 0.0f ,
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+ delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , 0.0f , delayFeedbackBaseGain , 0.0f ,
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+ 0.0f , 0.0f , 0.0f , 0.0f , 0.0f , feedbackGain);
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+
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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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- for (int j = 0; j < channelCount; j++)
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+ Vector6 channelInput = new Vector6
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{
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{
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- channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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- delayLineValues[j] = state.DelayLines[j].Read();
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- }
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-
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- temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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- temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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- temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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- temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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- temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
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- temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
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-
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- for (int j = 0; j < channelCount; j++)
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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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+
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+ Vector6 delayLineValues = new Vector6
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{
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{
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- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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-
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- state.LowPassZ[j] = lowPassResult;
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- state.DelayLines[j].Update(lowPassResult);
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-
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- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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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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+
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+ Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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+
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+ state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
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+
|
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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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}
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}
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|