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- using Ryujinx.Audio.Renderer.Dsp.State;
- using Ryujinx.Audio.Renderer.Parameter.Effect;
- using Ryujinx.Audio.Renderer.Server.Effect;
- using Ryujinx.Audio.Renderer.Utils.Math;
- using System;
- using System.Diagnostics;
- using System.Numerics;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Audio.Renderer.Dsp.Command
- {
- public class DelayCommand : ICommand
- {
- public bool Enabled { get; set; }
- public int NodeId { get; }
- public CommandType CommandType => CommandType.Delay;
- public uint EstimatedProcessingTime { get; set; }
- public DelayParameter Parameter => _parameter;
- public Memory<DelayState> State { get; }
- public ulong WorkBuffer { get; }
- public ushort[] OutputBufferIndices { get; }
- public ushort[] InputBufferIndices { get; }
- public bool IsEffectEnabled { get; }
- private DelayParameter _parameter;
- private const int FixedPointPrecision = 14;
- public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported)
- {
- Enabled = true;
- NodeId = nodeId;
- _parameter = parameter;
- State = state;
- WorkBuffer = workBuffer;
- IsEffectEnabled = isEnabled;
- 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]);
- }
- DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices);
- DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
- private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
- {
- const ushort channelCount = 1;
- float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
- float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
- float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
- float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
- for (int i = 0; i < sampleCount; i++)
- {
- float input = inputBuffer[i] * 64;
- float delayLineValue = state.DelayLines[0].Read();
- float temp = input * inGain + delayLineValue * feedbackGain;
- state.UpdateLowPassFilter(ref temp, channelCount);
- outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
- private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- const ushort channelCount = 2;
- float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
- float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
- float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
- float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
- float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
- Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain, delayFeedbackCrossGain,
- delayFeedbackCrossGain, delayFeedbackBaseGain);
- for (int i = 0; i < sampleCount; i++)
- {
- Vector2 channelInput = new Vector2
- {
- X = *((float*)inputBuffers[0] + i) * 64,
- Y = *((float*)inputBuffers[1] + i) * 64,
- };
- Vector2 delayLineValues = new Vector2()
- {
- X = state.DelayLines[0].Read(),
- Y = state.DelayLines[1].Read(),
- };
- Vector2 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
- state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
- *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
- *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
- private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- const ushort channelCount = 4;
- float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
- float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
- float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
- float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
- float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
- Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
- delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain,
- delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
- 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
- for (int i = 0; i < sampleCount; i++)
- {
- Vector4 channelInput = new Vector4
- {
- X = *((float*)inputBuffers[0] + i) * 64,
- Y = *((float*)inputBuffers[1] + i) * 64,
- Z = *((float*)inputBuffers[2] + i) * 64,
- W = *((float*)inputBuffers[3] + i) * 64
- };
- Vector4 delayLineValues = new Vector4()
- {
- X = state.DelayLines[0].Read(),
- Y = state.DelayLines[1].Read(),
- Z = state.DelayLines[2].Read(),
- W = state.DelayLines[3].Read()
- };
- Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
- state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
- *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
- *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
- *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
- *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
- private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- const ushort channelCount = 6;
- float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
- float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
- float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
- float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
- float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
- float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
- Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
- 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
- delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
- delayFeedbackCrossGain, 0.0f, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
- 0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain);
- for (int i = 0; i < sampleCount; i++)
- {
- Vector6 channelInput = new Vector6
- {
- X = *((float*)inputBuffers[0] + i) * 64,
- Y = *((float*)inputBuffers[1] + i) * 64,
- Z = *((float*)inputBuffers[2] + i) * 64,
- W = *((float*)inputBuffers[3] + i) * 64,
- V = *((float*)inputBuffers[4] + i) * 64,
- U = *((float*)inputBuffers[5] + i) * 64
- };
- Vector6 delayLineValues = new Vector6
- {
- X = state.DelayLines[0].Read(),
- Y = state.DelayLines[1].Read(),
- Z = state.DelayLines[2].Read(),
- W = state.DelayLines[3].Read(),
- V = state.DelayLines[4].Read(),
- U = state.DelayLines[5].Read()
- };
- Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
- state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
- *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
- *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
- *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
- *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
- *((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64;
- *((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64;
- }
- }
- private unsafe void ProcessDelay(CommandList context, ref DelayState state)
- {
- Debug.Assert(Parameter.IsChannelCountValid());
- if (IsEffectEnabled && Parameter.IsChannelCountValid())
- {
- Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
- Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
- for (int i = 0; i < Parameter.ChannelCount; i++)
- {
- inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
- outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
- }
- switch (Parameter.ChannelCount)
- {
- case 1:
- ProcessDelayMono(ref state, (float*)outputBuffers[0], (float*)inputBuffers[0], context.SampleCount);
- break;
- case 2:
- ProcessDelayStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 4:
- ProcessDelayQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 6:
- ProcessDelaySurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- default:
- throw new NotImplementedException(Parameter.ChannelCount.ToString());
- }
- }
- else
- {
- for (int i = 0; i < Parameter.ChannelCount; i++)
- {
- if (InputBufferIndices[i] != OutputBufferIndices[i])
- {
- context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
- }
- }
- }
- }
- public void Process(CommandList context)
- {
- ref DelayState state = ref State.Span[0];
- if (IsEffectEnabled)
- {
- if (Parameter.Status == UsageState.Invalid)
- {
- state = new DelayState(ref _parameter, WorkBuffer);
- }
- else if (Parameter.Status == UsageState.New)
- {
- state.UpdateParameter(ref _parameter);
- }
- }
- ProcessDelay(context, ref state);
- }
- }
- }
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