LimiterCommandVersion1.cs 5.6 KB

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  1. using Ryujinx.Audio.Renderer.Dsp.State;
  2. using Ryujinx.Audio.Renderer.Parameter.Effect;
  3. using System;
  4. using System.Diagnostics;
  5. namespace Ryujinx.Audio.Renderer.Dsp.Command
  6. {
  7. public class LimiterCommandVersion1 : ICommand
  8. {
  9. public bool Enabled { get; set; }
  10. public int NodeId { get; }
  11. public CommandType CommandType => CommandType.LimiterVersion1;
  12. public uint EstimatedProcessingTime { get; set; }
  13. public LimiterParameter Parameter => _parameter;
  14. public Memory<LimiterState> State { get; }
  15. public ulong WorkBuffer { get; }
  16. public ushort[] OutputBufferIndices { get; }
  17. public ushort[] InputBufferIndices { get; }
  18. public bool IsEffectEnabled { get; }
  19. private LimiterParameter _parameter;
  20. public LimiterCommandVersion1(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, bool isEnabled, ulong workBuffer, int nodeId)
  21. {
  22. Enabled = true;
  23. NodeId = nodeId;
  24. _parameter = parameter;
  25. State = state;
  26. WorkBuffer = workBuffer;
  27. IsEffectEnabled = isEnabled;
  28. InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
  29. OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
  30. for (int i = 0; i < Parameter.ChannelCount; i++)
  31. {
  32. InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
  33. OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
  34. }
  35. }
  36. public void Process(CommandList context)
  37. {
  38. ref LimiterState state = ref State.Span[0];
  39. if (IsEffectEnabled)
  40. {
  41. if (Parameter.Status == Server.Effect.UsageState.Invalid)
  42. {
  43. state = new LimiterState(ref _parameter, WorkBuffer);
  44. }
  45. else if (Parameter.Status == Server.Effect.UsageState.New)
  46. {
  47. state.UpdateParameter(ref _parameter);
  48. }
  49. }
  50. ProcessLimiter(context, ref state);
  51. }
  52. private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
  53. {
  54. Debug.Assert(Parameter.IsChannelCountValid());
  55. if (IsEffectEnabled && Parameter.IsChannelCountValid())
  56. {
  57. Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
  58. Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
  59. for (int i = 0; i < Parameter.ChannelCount; i++)
  60. {
  61. inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
  62. outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
  63. }
  64. for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
  65. {
  66. for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
  67. {
  68. float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
  69. float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
  70. float sampleInputMax = Math.Abs(inputSample);
  71. float inputCoefficient = Parameter.ReleaseCoefficient;
  72. if (sampleInputMax > state.DetectorAverage[channelIndex].Read())
  73. {
  74. inputCoefficient = Parameter.AttackCoefficient;
  75. }
  76. float detectorValue = state.DetectorAverage[channelIndex].Update(sampleInputMax, inputCoefficient);
  77. float attenuation = 1.0f;
  78. if (detectorValue > Parameter.Threshold)
  79. {
  80. attenuation = Parameter.Threshold / detectorValue;
  81. }
  82. float outputCoefficient = Parameter.ReleaseCoefficient;
  83. if (state.CompressionGainAverage[channelIndex].Read() > attenuation)
  84. {
  85. outputCoefficient = Parameter.AttackCoefficient;
  86. }
  87. float compressionGain = state.CompressionGainAverage[channelIndex].Update(attenuation, outputCoefficient);
  88. ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
  89. float outputSample = delayedSample * compressionGain * Parameter.OutputGain;
  90. *((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
  91. delayedSample = inputSample;
  92. state.DelayedSampleBufferPosition[channelIndex]++;
  93. while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
  94. {
  95. state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
  96. }
  97. }
  98. }
  99. }
  100. else
  101. {
  102. for (int i = 0; i < Parameter.ChannelCount; i++)
  103. {
  104. if (InputBufferIndices[i] != OutputBufferIndices[i])
  105. {
  106. context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
  107. }
  108. }
  109. }
  110. }
  111. }
  112. }