VolumeCommand.cs 4.2 KB

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  1. //
  2. // Copyright (c) 2019-2021 Ryujinx
  3. //
  4. // This program is free software: you can redistribute it and/or modify
  5. // it under the terms of the GNU Lesser General Public License as published by
  6. // the Free Software Foundation, either version 3 of the License, or
  7. // (at your option) any later version.
  8. //
  9. // This program is distributed in the hope that it will be useful,
  10. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. // GNU Lesser General Public License for more details.
  13. //
  14. // You should have received a copy of the GNU Lesser General Public License
  15. // along with this program. If not, see <https://www.gnu.org/licenses/>.
  16. //
  17. using System;
  18. using System.Runtime.CompilerServices;
  19. using System.Runtime.InteropServices;
  20. using System.Runtime.Intrinsics;
  21. using System.Runtime.Intrinsics.X86;
  22. namespace Ryujinx.Audio.Renderer.Dsp.Command
  23. {
  24. public class VolumeCommand : ICommand
  25. {
  26. public bool Enabled { get; set; }
  27. public int NodeId { get; }
  28. public CommandType CommandType => CommandType.Volume;
  29. public ulong EstimatedProcessingTime { get; set; }
  30. public ushort InputBufferIndex { get; }
  31. public ushort OutputBufferIndex { get; }
  32. public float Volume { get; }
  33. public VolumeCommand(float volume, uint bufferIndex, int nodeId)
  34. {
  35. Enabled = true;
  36. NodeId = nodeId;
  37. InputBufferIndex = (ushort)bufferIndex;
  38. OutputBufferIndex = (ushort)bufferIndex;
  39. Volume = volume;
  40. }
  41. private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
  42. {
  43. Vector256<float> volumeVec = Vector256.Create(Volume);
  44. ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputBuffer);
  45. Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputBuffer);
  46. int sisdStart = inputVec.Length * 8;
  47. for (int i = 0; i < inputVec.Length; i++)
  48. {
  49. outputVec[i] = Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec));
  50. }
  51. for (int i = sisdStart; i < inputBuffer.Length; i++)
  52. {
  53. outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
  54. }
  55. }
  56. private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
  57. {
  58. Vector128<float> volumeVec = Vector128.Create(Volume);
  59. ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
  60. Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
  61. int sisdStart = inputVec.Length * 4;
  62. for (int i = 0; i < inputVec.Length; i++)
  63. {
  64. outputVec[i] = Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec));
  65. }
  66. for (int i = sisdStart; i < inputBuffer.Length; i++)
  67. {
  68. outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
  69. }
  70. }
  71. private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
  72. {
  73. if (Avx.IsSupported)
  74. {
  75. ProcessVolumeAvx(outputBuffer, inputBuffer);
  76. }
  77. else if (Sse41.IsSupported)
  78. {
  79. ProcessVolumeSse41(outputBuffer, inputBuffer);
  80. }
  81. else
  82. {
  83. ProcessVolumeSlowPath(outputBuffer, inputBuffer);
  84. }
  85. }
  86. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  87. private void ProcessVolumeSlowPath(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
  88. {
  89. for (int i = 0; i < outputBuffer.Length; i++)
  90. {
  91. outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
  92. }
  93. }
  94. public void Process(CommandList context)
  95. {
  96. ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
  97. Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
  98. ProcessVolume(outputBuffer, inputBuffer);
  99. }
  100. }
  101. }