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- using Ryujinx.Audio.Renderer.Dsp.State;
- using Ryujinx.Audio.Renderer.Parameter.Effect;
- using Ryujinx.Audio.Renderer.Server.Effect;
- using System;
- using System.Diagnostics;
- using System.Runtime.CompilerServices;
- namespace Ryujinx.Audio.Renderer.Dsp.Command
- {
- public class Reverb3dCommand : ICommand
- {
- private static readonly int[] OutputEarlyIndicesTableMono = new int[20] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
- private static readonly int[] OutputEarlyIndicesTableStereo = new int[20] { 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
- private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[20] { 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 3, 3, 3 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
- private static readonly int[] OutputEarlyIndicesTableSurround = new int[40] { 4, 5, 0, 5, 0, 5, 1, 5, 1, 5, 1, 5, 1, 5, 2, 5, 2, 5, 2, 5, 1, 5, 1, 5, 1, 5, 0, 5, 0, 5, 0, 5, 0, 5, 3, 5, 3, 5, 3, 5 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[40] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
- public bool Enabled { get; set; }
- public int NodeId { get; }
- public CommandType CommandType => CommandType.Reverb3d;
- public uint EstimatedProcessingTime { get; set; }
- public ushort InputBufferIndex { get; }
- public ushort OutputBufferIndex { get; }
- public Reverb3dParameter Parameter => _parameter;
- public Memory<Reverb3dState> State { get; }
- public ulong WorkBuffer { get; }
- public ushort[] OutputBufferIndices { get; }
- public ushort[] InputBufferIndices { get; }
- public bool IsEffectEnabled { get; }
- private Reverb3dParameter _parameter;
- public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported)
- {
- Enabled = true;
- IsEffectEnabled = isEnabled;
- NodeId = nodeId;
- _parameter = parameter;
- State = state;
- WorkBuffer = workBuffer;
- 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]);
- }
- // NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
- // TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
- DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
- DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void ProcessReverb3dMono(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void ProcessReverb3dStereo(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void ProcessReverb3dQuadraphonic(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void ProcessReverb3dSurround(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
- }
- private unsafe void ProcessReverb3dGeneric(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
- {
- const int delayLineSampleIndexOffset = 1;
- bool isMono = Parameter.ChannelCount == 1;
- bool isSurround = Parameter.ChannelCount == 6;
- Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
- Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
- Span<float> feedbackValues = stackalloc float[4];
- Span<float> feedbackOutputValues = stackalloc float[4];
- Span<float> values = stackalloc float[4];
- for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
- {
- outputValues.Fill(0);
- float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
- for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
- {
- int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
- int outputIndex = outputEarlyIndicesTable[i];
- float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
- outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
- }
- float targetPreDelayValue = 0;
- for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
- {
- channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex);
- targetPreDelayValue += channelInput[channelIndex];
- }
- for (int i = 0; i < Parameter.ChannelCount; i++)
- {
- outputValues[i] *= state.EarlyReflectionsGain;
- }
- state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
- state.PreDelayLine.Update(state.PreviousPreDelayValue);
- for (int i = 0; i < state.FdnDelayLines.Length; i++)
- {
- float fdnValue = state.FdnDelayLines[i].Read();
- float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
- state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
- feedbackOutputValues[i] = feedbackOutputValue;
- }
- feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
- feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
- feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
- feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
- for (int i = 0; i < state.DecayDelays1.Length; i++)
- {
- float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
- values[i] = state.DecayDelays2[i].Update(temp);
- state.FdnDelayLines[i].Update(values[i]);
- }
- for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
- {
- int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
- if (targetOutputFeedbackIndex >= 0)
- {
- *((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
- }
- }
- if (isMono)
- {
- *((float*)outputBuffers[0] + sampleIndex) += values[1];
- }
- if (isSurround)
- {
- *((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.FrontCenterDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
- }
- }
- }
- public void ProcessReverb3d(CommandList context, ref Reverb3dState 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:
- ProcessReverb3dMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 2:
- ProcessReverb3dStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 4:
- ProcessReverb3dQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 6:
- ProcessReverb3dSurround(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 Reverb3dState state = ref State.Span[0];
- if (IsEffectEnabled)
- {
- if (Parameter.ParameterStatus == UsageState.Invalid)
- {
- state = new Reverb3dState(ref _parameter, WorkBuffer);
- }
- else if (Parameter.ParameterStatus == UsageState.New)
- {
- state.UpdateParameter(ref _parameter);
- }
- }
- ProcessReverb3d(context, ref state);
- }
- }
- }
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