Haydn: Part 1 (#2007)

* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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249 changed files with 5614 additions and 2712 deletions

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class AdpcmHelper
{
private const int FixedPointPrecision = 11;
private const int SamplesPerFrame = 14;
private const int NibblesPerFrame = SamplesPerFrame + 2;
private const int BytesPerFrame = 8;
private const int BitsPerFrame = BytesPerFrame * 8;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint GetAdpcmDataSize(int sampleCount)
{
Debug.Assert(sampleCount >= 0);
int frames = sampleCount / SamplesPerFrame;
int extraSize = 0;
if ((sampleCount % SamplesPerFrame) != 0)
{
extraSize = (sampleCount % SamplesPerFrame) / 2 + 1 + (sampleCount % 2);
}
return (uint)(BytesPerFrame * frames + extraSize);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetAdpcmOffsetFromSampleOffset(int sampleOffset)
{
Debug.Assert(sampleOffset >= 0);
return GetNibblesFromSampleCount(sampleOffset) / 2;
}
public static int NibbleToSample(int nibble)
{
int frames = nibble / NibblesPerFrame;
int extraNibbles = nibble % NibblesPerFrame;
int samples = SamplesPerFrame * frames;
return samples + extraNibbles - 2;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetNibblesFromSampleCount(int sampleCount)
{
byte headerSize = 0;
if ((sampleCount % SamplesPerFrame) != 0)
{
headerSize = 2;
}
return sampleCount % SamplesPerFrame + NibblesPerFrame * (sampleCount / SamplesPerFrame) + headerSize;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static short Saturate(int value)
{
if (value > short.MaxValue)
value = short.MaxValue;
if (value < short.MinValue)
value = short.MinValue;
return (short)value;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Decode(Span<short> output, ReadOnlySpan<byte> input, int startSampleOffset, int endSampleOffset, int offset, int count, ReadOnlySpan<short> coefficients, ref AdpcmLoopContext loopContext)
{
if (input.IsEmpty || endSampleOffset < startSampleOffset)
{
return 0;
}
byte predScale = (byte)loopContext.PredScale;
byte scale = (byte)(predScale & 0xF);
byte coefficientIndex = (byte)((predScale >> 4) & 0xF);
short history0 = loopContext.History0;
short history1 = loopContext.History1;
short coefficient0 = coefficients[coefficientIndex * 2 + 0];
short coefficient1 = coefficients[coefficientIndex * 2 + 1];
int decodedCount = Math.Min(count, endSampleOffset - startSampleOffset - offset);
int nibbles = GetNibblesFromSampleCount(offset + startSampleOffset);
int remaining = decodedCount;
int outputBufferIndex = 0;
int inputIndex = 0;
ReadOnlySpan<byte> targetInput;
targetInput = input.Slice(nibbles / 2);
while (remaining > 0)
{
int samplesCount;
if (((uint)nibbles % NibblesPerFrame) == 0)
{
predScale = targetInput[inputIndex++];
scale = (byte)(predScale & 0xF);
coefficientIndex = (byte)((predScale >> 4) & 0xF);
coefficient0 = coefficients[coefficientIndex * 2 + 0];
coefficient1 = coefficients[coefficientIndex * 2 + 1];
nibbles += 2;
samplesCount = Math.Min(remaining, SamplesPerFrame);
}
else
{
samplesCount = 1;
}
int scaleFixedPoint = FixedPointHelper.ToFixed(1.0f, FixedPointPrecision) << scale;
if (samplesCount < SamplesPerFrame)
{
for (int i = 0; i < samplesCount; i++)
{
int value = targetInput[inputIndex];
int sample;
if ((nibbles & 1) != 0)
{
sample = (value << 28) >> 28;
inputIndex++;
}
else
{
sample = (value << 24) >> 28;
}
nibbles++;
int prediction = coefficient0 * history0 + coefficient1 * history1;
sample = FixedPointHelper.RoundUpAndToInt(sample * scaleFixedPoint + prediction, FixedPointPrecision);
short saturatedSample = Saturate(sample);
history1 = history0;
history0 = saturatedSample;
output[outputBufferIndex++] = saturatedSample;
remaining--;
}
}
else
{
for (int i = 0; i < SamplesPerFrame / 2; i++)
{
int value = targetInput[inputIndex];
int sample0;
int sample1;
sample0 = (value << 24) >> 28;
sample1 = (value << 28) >> 28;
inputIndex++;
int prediction0 = coefficient0 * history0 + coefficient1 * history1;
sample0 = FixedPointHelper.RoundUpAndToInt(sample0 * scaleFixedPoint + prediction0, FixedPointPrecision);
short saturatedSample0 = Saturate(sample0);
int prediction1 = coefficient0 * saturatedSample0 + coefficient1 * history0;
sample1 = FixedPointHelper.RoundUpAndToInt(sample1 * scaleFixedPoint + prediction1, FixedPointPrecision);
short saturatedSample1 = Saturate(sample1);
history1 = saturatedSample0;
history0 = saturatedSample1;
output[outputBufferIndex++] = saturatedSample0;
output[outputBufferIndex++] = saturatedSample1;
}
nibbles += SamplesPerFrame;
remaining -= SamplesPerFrame;
}
}
loopContext.PredScale = predScale;
loopContext.History0 = history0;
loopContext.History1 = history1;
return decodedCount;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Dsp.Command;
using Ryujinx.Audio.Renderer.Utils;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using System;
using System.Threading;
namespace Ryujinx.Audio.Renderer.Dsp
{
public class AudioProcessor : IDisposable
{
private const int MaxBufferedFrames = 5;
private const int TargetBufferedFrames = 3;
private enum MailboxMessage : uint
{
Start,
Stop,
RenderStart,
RenderEnd
}
private class RendererSession
{
public CommandList CommandList;
public int RenderingLimit;
public ulong AppletResourceId;
}
private Mailbox<MailboxMessage> _mailbox;
private RendererSession[] _sessionCommandList;
private Thread _workerThread;
public IHardwareDevice[] OutputDevices { get; private set; }
private long _lastTime;
private long _playbackEnds;
private ManualResetEvent _event;
public AudioProcessor()
{
_event = new ManualResetEvent(false);
}
private static uint GetHardwareChannelCount(IHardwareDeviceDriver deviceDriver)
{
// Get the real device driver (In case the compat layer is on top of it).
deviceDriver = deviceDriver.GetRealDeviceDriver();
if (deviceDriver.SupportsChannelCount(6))
{
return 6;
}
else
{
// NOTE: We default to stereo as this will get downmixed to mono by the compat layer if it's not compatible.
return 2;
}
}
public void Start(IHardwareDeviceDriver deviceDriver)
{
OutputDevices = new IHardwareDevice[Constants.AudioRendererSessionCountMax];
// TODO: Before enabling this, we need up-mixing from stereo to 5.1.
// uint channelCount = GetHardwareChannelCount(deviceDriver);
uint channelCount = 2;
for (int i = 0; i < OutputDevices.Length; i++)
{
// TODO: Don't hardcode sample rate.
OutputDevices[i] = new HardwareDeviceImpl(deviceDriver, channelCount, Constants.TargetSampleRate);
}
_mailbox = new Mailbox<MailboxMessage>();
_sessionCommandList = new RendererSession[Constants.AudioRendererSessionCountMax];
_event.Reset();
_lastTime = PerformanceCounter.ElapsedNanoseconds;
StartThread();
_mailbox.SendMessage(MailboxMessage.Start);
if (_mailbox.ReceiveResponse() != MailboxMessage.Start)
{
throw new InvalidOperationException("Audio Processor Start response was invalid!");
}
}
public void Stop()
{
_mailbox.SendMessage(MailboxMessage.Stop);
if (_mailbox.ReceiveResponse() != MailboxMessage.Stop)
{
throw new InvalidOperationException("Audio Processor Stop response was invalid!");
}
foreach (IHardwareDevice device in OutputDevices)
{
device.Dispose();
}
}
public void Send(int sessionId, CommandList commands, int renderingLimit, ulong appletResourceId)
{
_sessionCommandList[sessionId] = new RendererSession
{
CommandList = commands,
RenderingLimit = renderingLimit,
AppletResourceId = appletResourceId
};
}
public void Signal()
{
_mailbox.SendMessage(MailboxMessage.RenderStart);
}
public void Wait()
{
if (_mailbox.ReceiveResponse() != MailboxMessage.RenderEnd)
{
throw new InvalidOperationException("Audio Processor Wait response was invalid!");
}
long increment = Constants.AudioProcessorMaxUpdateTimeTarget;
long timeNow = PerformanceCounter.ElapsedNanoseconds;
if (timeNow > _playbackEnds)
{
// Playback has restarted.
_playbackEnds = timeNow;
}
_playbackEnds += increment;
// The number of frames we are behind where the timer says we should be.
long framesBehind = (timeNow - _lastTime) / increment;
// The number of frames yet to play on the backend.
long bufferedFrames = (_playbackEnds - timeNow) / increment + framesBehind;
// If we've entered a situation where a lot of buffers will be queued on the backend,
// Skip some audio frames so that playback can catch up.
if (bufferedFrames > MaxBufferedFrames)
{
// Skip a few frames so that we're not too far behind. (the target number of frames)
_lastTime += increment * (bufferedFrames - TargetBufferedFrames);
}
while (timeNow < _lastTime + increment)
{
_event.WaitOne(1);
timeNow = PerformanceCounter.ElapsedNanoseconds;
}
_lastTime += increment;
}
private void StartThread()
{
_workerThread = new Thread(Work)
{
Name = "AudioProcessor.Worker"
};
_workerThread.Start();
}
private void Work()
{
if (_mailbox.ReceiveMessage() != MailboxMessage.Start)
{
throw new InvalidOperationException("Audio Processor Start message was invalid!");
}
_mailbox.SendResponse(MailboxMessage.Start);
_mailbox.SendResponse(MailboxMessage.RenderEnd);
Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio processor");
while (true)
{
MailboxMessage message = _mailbox.ReceiveMessage();
if (message == MailboxMessage.Stop)
{
break;
}
if (message == MailboxMessage.RenderStart)
{
long startTicks = PerformanceCounter.ElapsedNanoseconds;
for (int i = 0; i < _sessionCommandList.Length; i++)
{
if (_sessionCommandList[i] != null)
{
_sessionCommandList[i].CommandList.Process(OutputDevices[i]);
_sessionCommandList[i] = null;
}
}
long endTicks = PerformanceCounter.ElapsedNanoseconds;
long elapsedTime = endTicks - startTicks;
if (Constants.AudioProcessorMaxUpdateTime < elapsedTime)
{
Logger.Debug?.Print(LogClass.AudioRenderer, $"DSP too slow (exceeded by {elapsedTime - Constants.AudioProcessorMaxUpdateTime}ns)");
}
_mailbox.SendResponse(MailboxMessage.RenderEnd);
}
}
Logger.Info?.Print(LogClass.AudioRenderer, "Stopping audio processor");
_mailbox.SendResponse(MailboxMessage.Stop);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_event.Dispose();
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class AdpcmDataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.AdpcmDataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public ulong AdpcmParameter { get; }
public ulong AdpcmParameterSize { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public AdpcmDataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = outputBufferIndex;
SampleRate = serverState.SampleRate;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
AdpcmParameter = serverState.DataSourceStateAddressInfo.GetReference(true);
AdpcmParameterSize = serverState.DataSourceStateAddressInfo.Size;
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.Adpcm,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = AdpcmParameter,
ExtraParameterSize = AdpcmParameterSize,
ChannelIndex = 0,
ChannelCount = 1,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Memory;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Dsp.State.AuxiliaryBufferHeader;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class AuxiliaryBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.AuxiliaryBuffer;
public ulong EstimatedProcessingTime { get; set; }
public uint InputBufferIndex { get; }
public uint OutputBufferIndex { get; }
public AuxiliaryBufferAddresses BufferInfo { get; }
public CpuAddress InputBuffer { get; }
public CpuAddress OutputBuffer { get; }
public uint CountMax { get; }
public uint UpdateCount { get; }
public uint WriteOffset { get; }
public bool IsEffectEnabled { get; }
public AuxiliaryBufferCommand(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset,
ref AuxiliaryBufferAddresses sendBufferInfo, bool isEnabled, uint countMax,
CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = bufferOffset + inputBufferOffset;
OutputBufferIndex = bufferOffset + outputBufferOffset;
BufferInfo = sendBufferInfo;
InputBuffer = inputBuffer;
OutputBuffer = outputBuffer;
CountMax = countMax;
UpdateCount = updateCount;
WriteOffset = writeOffset;
IsEffectEnabled = isEnabled;
}
private uint Read(IVirtualMemoryManager memoryManager, ulong bufferAddress, uint countMax, Span<int> outBuffer, uint count, uint readOffset, uint updateCount)
{
if (countMax == 0 || bufferAddress == 0)
{
return 0;
}
uint targetReadOffset = readOffset + AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo);
if (targetReadOffset > countMax)
{
return 0;
}
uint remaining = count;
uint outBufferOffset = 0;
while (remaining != 0)
{
uint countToWrite = Math.Min(countMax - targetReadOffset, remaining);
memoryManager.Read(bufferAddress + targetReadOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(outBuffer.Slice((int)outBufferOffset, (int)countToWrite)));
targetReadOffset = (targetReadOffset + countToWrite) % countMax;
remaining -= countToWrite;
outBufferOffset += countToWrite;
}
if (updateCount != 0)
{
uint newReadOffset = (AuxiliaryBufferInfo.GetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo) + updateCount) % countMax;
AuxiliaryBufferInfo.SetReadOffset(memoryManager, BufferInfo.ReturnBufferInfo, newReadOffset);
}
return count;
}
private uint Write(IVirtualMemoryManager memoryManager, ulong outBufferAddress, uint countMax, ReadOnlySpan<int> buffer, uint count, uint writeOffset, uint updateCount)
{
if (countMax == 0 || outBufferAddress == 0)
{
return 0;
}
uint targetWriteOffset = writeOffset + AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo);
if (targetWriteOffset > countMax)
{
return 0;
}
uint remaining = count;
uint inBufferOffset = 0;
while (remaining != 0)
{
uint countToWrite = Math.Min(countMax - targetWriteOffset, remaining);
memoryManager.Write(outBufferAddress + targetWriteOffset * sizeof(int), MemoryMarshal.Cast<int, byte>(buffer.Slice((int)inBufferOffset, (int)countToWrite)));
targetWriteOffset = (targetWriteOffset + countToWrite) % countMax;
remaining -= countToWrite;
inBufferOffset += countToWrite;
}
if (updateCount != 0)
{
uint newWriteOffset = (AuxiliaryBufferInfo.GetWriteOffset(memoryManager, BufferInfo.SendBufferInfo) + updateCount) % countMax;
AuxiliaryBufferInfo.SetWriteOffset(memoryManager, BufferInfo.SendBufferInfo, newWriteOffset);
}
return count;
}
public void Process(CommandList context)
{
Span<float> inputBuffer = context.GetBuffer((int)InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer((int)OutputBufferIndex);
if (IsEffectEnabled)
{
Span<int> inputBufferInt = MemoryMarshal.Cast<float, int>(inputBuffer);
Span<int> outputBufferInt = MemoryMarshal.Cast<float, int>(outputBuffer);
// Convert input data to the target format for user (int)
DataSourceHelper.ToInt(inputBufferInt, inputBuffer, outputBuffer.Length);
// Send the input to the user
Write(context.MemoryManager, OutputBuffer, CountMax, inputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
// Convert back to float just in case it's reused
DataSourceHelper.ToFloat(inputBuffer, inputBufferInt, inputBuffer.Length);
// Retrieve the input from user
uint readResult = Read(context.MemoryManager, InputBuffer, CountMax, outputBufferInt, context.SampleCount, WriteOffset, UpdateCount);
// Convert the outputBuffer back to the target format of the renderer (float)
DataSourceHelper.ToFloat(outputBuffer, outputBufferInt, outputBuffer.Length);
if (readResult != context.SampleCount)
{
outputBuffer.Slice((int)readResult, (int)context.SampleCount - (int)readResult).Fill(0);
}
}
else
{
ZeroFill(context.MemoryManager, BufferInfo.SendBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
ZeroFill(context.MemoryManager, BufferInfo.ReturnBufferInfo, Unsafe.SizeOf<AuxiliaryBufferInfo>());
if (InputBufferIndex != OutputBufferIndex)
{
inputBuffer.CopyTo(outputBuffer);
}
}
}
private static void ZeroFill(IVirtualMemoryManager memoryManager, ulong address, int size)
{
ulong endAddress = address + (ulong)size;
while (address + 7UL < endAddress)
{
memoryManager.Write(address, 0UL);
address += 8;
}
while (address < endAddress)
{
memoryManager.Write(address, (byte)0);
address++;
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class BiquadFilterCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.BiquadFilter;
public ulong EstimatedProcessingTime { get; set; }
public BiquadFilterParameter Parameter { get; }
public Memory<BiquadFilterState> BiquadFilterState { get; }
public int InputBufferIndex { get; }
public int OutputBufferIndex { get; }
public bool NeedInitialization { get; }
public BiquadFilterCommand(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
{
Parameter = filter;
BiquadFilterState = biquadFilterStateMemory;
InputBufferIndex = baseIndex + inputBufferOffset;
OutputBufferIndex = baseIndex + outputBufferOffset;
NeedInitialization = needInitialization;
Enabled = true;
NodeId = nodeId;
}
private void ProcessBiquadFilter(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
const int fixedPointPrecisionForParameter = 14;
float a0 = FixedPointHelper.ToFloat(Parameter.Numerator[0], fixedPointPrecisionForParameter);
float a1 = FixedPointHelper.ToFloat(Parameter.Numerator[1], fixedPointPrecisionForParameter);
float a2 = FixedPointHelper.ToFloat(Parameter.Numerator[2], fixedPointPrecisionForParameter);
float b1 = FixedPointHelper.ToFloat(Parameter.Denominator[0], fixedPointPrecisionForParameter);
float b2 = FixedPointHelper.ToFloat(Parameter.Denominator[1], fixedPointPrecisionForParameter);
ref BiquadFilterState state = ref BiquadFilterState.Span[0];
for (int i = 0; i < sampleCount; i++)
{
float input = inputBuffer[i];
float output = input * a0 + state.Z1;
state.Z1 = input * a1 + output * b1 + state.Z2;
state.Z2 = input * a2 + output * b2;
outputBuffer[i] = output;
}
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(InputBufferIndex);
if (NeedInitialization)
{
BiquadFilterState.Span[0] = new BiquadFilterState();
}
ProcessBiquadFilter(outputBuffer, outputBuffer, context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Parameter.Sink;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CircularBufferSinkCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.CircularBufferSink;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] Input { get; }
public uint InputCount { get; }
public ulong CircularBuffer { get; }
public ulong CircularBufferSize { get; }
public ulong CurrentOffset { get; }
public CircularBufferSinkCommand(uint bufferOffset, ref CircularBufferParameter parameter, ref AddressInfo circularBufferAddressInfo, uint currentOffset, int nodeId)
{
Enabled = true;
NodeId = nodeId;
Input = new ushort[Constants.ChannelCountMax];
InputCount = parameter.InputCount;
for (int i = 0; i < InputCount; i++)
{
Input[i] = (ushort)(bufferOffset + parameter.Input[i]);
}
CircularBuffer = circularBufferAddressInfo.GetReference(true);
CircularBufferSize = parameter.BufferSize;
CurrentOffset = currentOffset;
Debug.Assert(CircularBuffer != 0);
}
public void Process(CommandList context)
{
const int targetChannelCount = 2;
ulong currentOffset = CurrentOffset;
if (CircularBufferSize > 0)
{
for (int i = 0; i < InputCount; i++)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(Input[i]);
ulong targetOffset = CircularBuffer + currentOffset;
for (int y = 0; y < context.SampleCount; y++)
{
context.MemoryManager.Write(targetOffset + (ulong)y * targetChannelCount, PcmHelper.Saturate(inputBuffer[y]));
}
currentOffset += context.SampleCount * targetChannelCount;
if (currentOffset >= CircularBufferSize)
{
currentOffset = 0;
}
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class ClearMixBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.ClearMixBuffer;
public ulong EstimatedProcessingTime { get; set; }
public ClearMixBufferCommand(int nodeId)
{
Enabled = true;
NodeId = nodeId;
}
public void Process(CommandList context)
{
context.Buffers.Span.Fill(0);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CommandList
{
public ulong StartTime { get; private set; }
public ulong EndTime { get; private set; }
public uint SampleCount { get; }
public uint SampleRate { get; }
public Memory<float> Buffers { get; }
public uint BufferCount { get; }
public List<ICommand> Commands { get; }
public IVirtualMemoryManager MemoryManager { get; }
public IHardwareDevice OutputDevice { get; private set; }
public CommandList(AudioRenderSystem renderSystem) : this(renderSystem.MemoryManager,
renderSystem.GetMixBuffer(),
renderSystem.GetSampleCount(),
renderSystem.GetSampleRate(),
renderSystem.GetMixBufferCount(),
renderSystem.GetVoiceChannelCountMax())
{
}
public CommandList(IVirtualMemoryManager memoryManager, Memory<float> mixBuffer, uint sampleCount, uint sampleRate, uint mixBufferCount, uint voiceChannelCountMax)
{
SampleCount = sampleCount;
SampleRate = sampleRate;
BufferCount = mixBufferCount + voiceChannelCountMax;
Buffers = mixBuffer;
Commands = new List<ICommand>();
MemoryManager = memoryManager;
}
public void AddCommand(ICommand command)
{
Commands.Add(command);
}
public void AddCommand<T>(T command) where T : unmanaged, ICommand
{
throw new NotImplementedException();
}
public Memory<float> GetBufferMemory(int index)
{
return Buffers.Slice(index * (int)SampleCount, (int)SampleCount);
}
public Span<float> GetBuffer(int index)
{
return Buffers.Span.Slice(index * (int)SampleCount, (int)SampleCount);
}
public ulong GetTimeElapsedSinceDspStartedProcessing()
{
return (ulong)PerformanceCounter.ElapsedNanoseconds - StartTime;
}
public void Process(IHardwareDevice outputDevice)
{
OutputDevice = outputDevice;
StartTime = (ulong)PerformanceCounter.ElapsedNanoseconds;
foreach (ICommand command in Commands)
{
if (command.Enabled)
{
bool shouldMeter = command.ShouldMeter();
long startTime = 0;
if (shouldMeter)
{
startTime = PerformanceCounter.ElapsedNanoseconds;
}
command.Process(this);
if (shouldMeter)
{
ulong effectiveElapsedTime = (ulong)(PerformanceCounter.ElapsedNanoseconds - startTime);
if (effectiveElapsedTime > command.EstimatedProcessingTime)
{
Logger.Warning?.Print(LogClass.AudioRenderer, $"Command {command.GetType().Name} took {effectiveElapsedTime}ns (expected {command.EstimatedProcessingTime}ns)");
}
}
}
}
EndTime = (ulong)PerformanceCounter.ElapsedNanoseconds;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public enum CommandType : byte
{
Invalid,
PcmInt16DataSourceVersion1,
PcmInt16DataSourceVersion2,
PcmFloatDataSourceVersion1,
PcmFloatDataSourceVersion2,
AdpcmDataSourceVersion1,
AdpcmDataSourceVersion2,
Volume,
VolumeRamp,
BiquadFilter,
Mix,
MixRamp,
MixRampGrouped,
DepopPrepare,
DepopForMixBuffers,
Delay,
Upsample,
DownMixSurroundToStereo,
AuxiliaryBuffer,
DeviceSink,
CircularBufferSink,
Reverb,
Reverb3d,
Performance,
ClearMixBuffer,
CopyMixBuffer
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class CopyMixBufferCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.CopyMixBuffer;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public CopyMixBufferCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
inputBuffer.CopyTo(outputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DataSourceVersion2Command : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType { get; }
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public ulong ExtraParameter { get; }
public ulong ExtraParameterSize { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public SampleFormat SampleFormat { get; }
public SampleRateConversionQuality SrcQuality { get; }
public DataSourceVersion2Command(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
SampleFormat = serverState.SampleFormat;
SrcQuality = serverState.SrcQuality;
CommandType = GetCommandTypeBySampleFormat(SampleFormat);
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(2);
}
if (SampleFormat == SampleFormat.Adpcm)
{
ExtraParameter = serverState.DataSourceStateAddressInfo.GetReference(true);
ExtraParameterSize = serverState.DataSourceStateAddressInfo.Size;
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
private static CommandType GetCommandTypeBySampleFormat(SampleFormat sampleFormat)
{
switch (sampleFormat)
{
case SampleFormat.Adpcm:
return CommandType.AdpcmDataSourceVersion2;
case SampleFormat.PcmInt16:
return CommandType.PcmInt16DataSourceVersion2;
case SampleFormat.PcmFloat:
return CommandType.PcmFloatDataSourceVersion2;
default:
throw new NotImplementedException($"{sampleFormat}");
}
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = ExtraParameter,
ExtraParameterSize = ExtraParameterSize,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
SrcQuality = SrcQuality
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
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 ulong 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)
{
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]);
}
}
private void ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
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 lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
state.LowPassZ[0] = lowPassResult;
state.DelayLines[0].Update(lowPassResult);
outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
}
}
private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
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);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
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);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ref DelayState state = ref State.Span[0];
float[] channelInput = new float[Parameter.ChannelCount];
float[] delayLineValues = new float[Parameter.ChannelCount];
float[] temp = new float[Parameter.ChannelCount];
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);
for (int i = 0; i < sampleCount; i++)
{
for (int j = 0; j < Parameter.ChannelCount; j++)
{
channelInput[j] = inputBuffers[j].Span[i] * 64;
delayLineValues[j] = state.DelayLines[j].Read();
}
temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
for (int j = 0; j < Parameter.ChannelCount; j++)
{
float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
state.LowPassZ[j] = lowPassResult;
state.DelayLines[j].Update(lowPassResult);
outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
}
}
}
private void ProcessDelay(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount);
break;
case 2:
ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessDelaySurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[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);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopForMixBuffersCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopForMixBuffers;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferOffset { get; }
public uint MixBufferCount { get; }
public float Decay { get; }
public Memory<float> DepopBuffer { get; }
private const int FixedPointPrecisionForDecay = 15;
public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
{
Enabled = true;
NodeId = nodeId;
MixBufferOffset = bufferOffset;
MixBufferCount = mixBufferCount;
DepopBuffer = depopBuffer;
if (sampleRate == 48000)
{
Decay = 0.962189f;
}
else // if (sampleRate == 32000)
{
Decay = 0.943695f;
}
}
private float ProcessDepopMix(Span<float> buffer, float depopValue, uint sampleCount)
{
if (depopValue <= 0)
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] -= depopValue;
}
return -depopValue;
}
else
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] += depopValue;
}
return depopValue;
}
}
public void Process(CommandList context)
{
uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
for (int i = (int)MixBufferOffset; i < bufferCount; i++)
{
float depopValue = DepopBuffer.Span[i];
if (depopValue != 0)
{
Span<float> buffer = context.GetBuffer(i);
DepopBuffer.Span[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopPrepareCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopPrepare;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] OutputBufferIndices { get; }
public Memory<VoiceUpdateState> State { get; }
public Memory<float> DepopBuffer { get; }
public DepopPrepareCommand(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint mixBufferCount, uint bufferOffset, int nodeId, bool enabled)
{
Enabled = enabled;
NodeId = nodeId;
MixBufferCount = mixBufferCount;
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
for (int i = 0; i < Constants.MixBufferCountMax; i++)
{
OutputBufferIndices[i] = (ushort)(bufferOffset + i);
}
State = state;
DepopBuffer = depopBuffer;
}
public void Process(CommandList context)
{
ref VoiceUpdateState state = ref State.Span[0];
for (int i = 0; i < MixBufferCount; i++)
{
if (state.LastSamples[i] != 0)
{
DepopBuffer.Span[OutputBufferIndices[i]] += state.LastSamples[i];
state.LastSamples[i] = 0;
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Server.Sink;
using System;
using System.Runtime.CompilerServices;
using System.Text;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DeviceSinkCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DeviceSink;
public ulong EstimatedProcessingTime { get; set; }
public string DeviceName { get; }
public int SessionId { get; }
public uint InputCount { get; }
public ushort[] InputBufferIndices { get; }
public Memory<float> Buffers { get; }
public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
{
Enabled = true;
NodeId = nodeId;
DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
SessionId = sessionId;
InputCount = sink.Parameter.InputCount;
InputBufferIndices = new ushort[InputCount];
for (int i = 0; i < InputCount; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + sink.Parameter.Input[i]);
}
if (sink.UpsamplerState != null)
{
Buffers = sink.UpsamplerState.OutputBuffer;
}
else
{
Buffers = buffers;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Span<float> GetBuffer(int index, int sampleCount)
{
return Buffers.Span.Slice(index * sampleCount, sampleCount);
}
public void Process(CommandList context)
{
IHardwareDevice device = context.OutputDevice;
if (device.GetSampleRate() == Constants.TargetSampleRate)
{
int channelCount = (int)device.GetChannelCount();
uint bufferCount = Math.Min(device.GetChannelCount(), InputCount);
const int sampleCount = Constants.TargetSampleCount;
short[] outputBuffer = new short[bufferCount * sampleCount];
for (int i = 0; i < bufferCount; i++)
{
ReadOnlySpan<float> inputBuffer = GetBuffer(InputBufferIndices[i], sampleCount);
for (int j = 0; j < sampleCount; j++)
{
outputBuffer[i + j * channelCount] = PcmHelper.Saturate(inputBuffer[j]);
}
}
device.AppendBuffer(outputBuffer, InputCount);
}
else
{
// TODO: support resampling for device only supporting something different
throw new NotImplementedException();
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DownMixSurroundToStereoCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DownMixSurroundToStereo;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Coefficients { get; }
public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
}
Coefficients = downMixParameter.ToArray();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
{
return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
}
public void Process(CommandList context)
{
ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
Span<float> unused2 = context.GetBuffer(OutputBufferIndices[2]);
Span<float> unused3 = context.GetBuffer(OutputBufferIndices[3]);
Span<float> unused4 = context.GetBuffer(OutputBufferIndices[4]);
Span<float> unused5 = context.GetBuffer(OutputBufferIndices[5]);
for (int i = 0; i < context.SampleCount; i++)
{
stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
}
unused2.Fill(0);
unused3.Fill(0);
unused4.Fill(0);
unused5.Fill(0);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public interface ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType { get; }
public ulong EstimatedProcessingTime { get; }
public void Process(CommandList context);
public bool ShouldMeter()
{
return false;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Mix;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume { get; }
public MixCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
Volume = volume;
}
private void ProcessMixAvx(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
Vector256<float> volumeVec = Vector256.Create(Volume);
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputMix);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputMix);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.Add(outputVec[i], Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec)));
}
for (int i = sisdStart; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
private void ProcessMixSse41(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputMix);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputMix);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse.Add(outputVec[i], Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec)));
}
for (int i = sisdStart; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessMixSlowPath(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
for (int i = 0; i < inputMix.Length; i++)
{
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
}
}
private void ProcessMix(Span<float> outputMix, ReadOnlySpan<float> inputMix)
{
if (Avx.IsSupported)
{
ProcessMixAvx(outputMix, inputMix);
}
else if (Sse41.IsSupported)
{
ProcessMixSse41(outputMix, inputMix);
}
else
{
ProcessMixSlowPath(outputMix, inputMix);
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessMix(outputBuffer, inputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public int LastSampleIndex { get; }
public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
Volume0 = volume0;
Volume1 = volume1;
State = state;
LastSampleIndex = lastSampleIndex;
}
private float ProcessMixRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
State.Span[0].LastSamples[LastSampleIndex] = ProcessMixRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampGroupedCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRampGrouped;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Volume0 { get; }
public float[] Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
MixBufferCount = mixBufferCount;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.MixBufferCountMax];
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
Volume0 = new float[Constants.MixBufferCountMax];
Volume1 = new float[Constants.MixBufferCountMax];
for (int i = 0; i < mixBufferCount; i++)
{
InputBufferIndices[i] = (ushort)inputBufferIndex;
OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
Volume0[i] = volume0[i];
Volume1[i] = volume1[i];
}
State = state;
}
private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
{
float ramp = (volume1 - volume0) / sampleCount;
float volume = volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
for (int i = 0; i < MixBufferCount; i++)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
float volume0 = Volume0[i];
float volume1 = Volume1[i];
ref VoiceUpdateState state = ref State.Span[0];
if (volume0 != 0 || volume1 != 0)
{
state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
}
else
{
state.LastSamples[i] = 0;
}
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PcmFloatDataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.PcmFloatDataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public PcmFloatDataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.PcmInt16,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = 0,
ExtraParameterSize = 0,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using System;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PcmInt16DataSourceCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.PcmInt16DataSourceVersion1;
public ulong EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public uint ChannelIndex { get; }
public uint ChannelCount { get; }
public float Pitch { get; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceUpdateState> State { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public PcmInt16DataSourceCommandVersion1(ref Server.Voice.VoiceState serverState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
OutputBufferIndex = (ushort)(channelIndex + outputBufferIndex);
SampleRate = serverState.SampleRate;
ChannelIndex = channelIndex;
ChannelCount = serverState.ChannelsCount;
Pitch = serverState.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref Server.Voice.WaveBuffer voiceWaveBuffer = ref serverState.WaveBuffers[i];
WaveBuffers[i] = voiceWaveBuffer.ToCommon(1);
}
State = state;
DecodingBehaviour = serverState.DecodingBehaviour;
}
public void Process(CommandList context)
{
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
DataSourceHelper.WaveBufferInformation info = new DataSourceHelper.WaveBufferInformation()
{
State = State,
SourceSampleRate = SampleRate,
SampleFormat = SampleFormat.PcmInt16,
Pitch = Pitch,
DecodingBehaviour = DecodingBehaviour,
WaveBuffers = WaveBuffers,
ExtraParameter = 0,
ExtraParameterSize = 0,
ChannelIndex = (int)ChannelIndex,
ChannelCount = (int)ChannelCount,
};
DataSourceHelper.ProcessWaveBuffers(context.MemoryManager, outputBuffer, info, context.SampleRate, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.Performance;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class PerformanceCommand : ICommand
{
public enum Type
{
Invalid,
Start,
End
}
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Performance;
public ulong EstimatedProcessingTime { get; set; }
public PerformanceEntryAddresses PerformanceEntryAddresses { get; }
public Type PerformanceType { get; set; }
public PerformanceCommand(ref PerformanceEntryAddresses performanceEntryAddresses, Type performanceType, int nodeId)
{
Enabled = true;
PerformanceEntryAddresses = performanceEntryAddresses;
PerformanceType = performanceType;
NodeId = nodeId;
}
public void Process(CommandList context)
{
if (PerformanceType == Type.Start)
{
PerformanceEntryAddresses.SetStartTime(context.GetTimeElapsedSinceDspStartedProcessing());
}
else if (PerformanceType == Type.End)
{
PerformanceEntryAddresses.SetProcessingTime(context.GetTimeElapsedSinceDspStartedProcessing());
PerformanceEntryAddresses.IncrementEntryCount();
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
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 ulong 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)
{
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]);
}
}
private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
}
private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
}
private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
}
private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
}
private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
{
const int delayLineSampleIndexOffset = 1;
ref Reverb3dState state = ref State.Span[0];
bool isMono = Parameter.ChannelCount == 1;
bool isSurround = Parameter.ChannelCount == 6;
float[] outputValues = new float[Constants.ChannelCountMax];
float[] channelInput = new float[Parameter.ChannelCount];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] values = new float[4];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().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] = inputBuffers[channelIndex].Span[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)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
}
}
if (isMono)
{
outputBuffers[0].Span[sampleIndex] += values[1];
}
if (isSurround)
{
outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
}
}
}
public void ProcessReverb3d(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[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);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class ReverbCommand : ICommand
{
private static readonly int[] OutputEarlyIndicesTableMono = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableMono = new int[4] { 0, 0, 0, 0 };
private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableStereo = new int[10] { 0, 0, 1, 1, 0, 1, 0, 0, 1, 1 };
private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableStereo = new int[4] { 0, 0, 1, 1 };
private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[4] { 2, 0, 3, 1 };
private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[10] { 0, 0, 1, 1, 0, 1, 2, 2, 3, 3 };
private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
private static readonly int[] OutputIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableSurround = new int[20] { 0, 5, 0, 5, 1, 5, 1, 5, 4, 5, 4, 5, 2, 5, 2, 5, 3, 5, 3, 5 };
private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[20] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9 };
private static readonly int[] OutputIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, 4, 5 };
private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, -1, 3 };
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Reverb;
public ulong EstimatedProcessingTime { get; set; }
public ReverbParameter Parameter => _parameter;
public Memory<ReverbState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsLongSizePreDelaySupported { get; }
public bool IsEffectEnabled { get; }
private ReverbParameter _parameter;
private const int FixedPointPrecision = 14;
public ReverbCommand(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, ulong workBuffer, int nodeId, bool isLongSizePreDelaySupported)
{
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]);
}
IsLongSizePreDelaySupported = isLongSizePreDelaySupported;
}
private void ProcessReverbMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableMono,
TargetEarlyDelayLineIndicesTableMono,
TargetOutputFeedbackIndicesTableMono,
OutputIndicesTableMono);
}
private void ProcessReverbStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableStereo,
TargetEarlyDelayLineIndicesTableStereo,
TargetOutputFeedbackIndicesTableStereo,
OutputIndicesTableStereo);
}
private void ProcessReverbQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableQuadraphonic,
TargetEarlyDelayLineIndicesTableQuadraphonic,
TargetOutputFeedbackIndicesTableQuadraphonic,
OutputIndicesTableQuadraphonic);
}
private void ProcessReverbSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverbGeneric(outputBuffers,
inputBuffers,
sampleCount,
OutputEarlyIndicesTableSurround,
TargetEarlyDelayLineIndicesTableSurround,
TargetOutputFeedbackIndicesTableSurround,
OutputIndicesTableSurround);
}
private void ProcessReverbGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, ReadOnlySpan<int> outputIndicesTable)
{
ref ReverbState state = ref State.Span[0];
bool isSurround = Parameter.ChannelCount == 6;
float reverbGain = FixedPointHelper.ToFloat(Parameter.ReverbGain, FixedPointPrecision);
float lateGain = FixedPointHelper.ToFloat(Parameter.LateGain, FixedPointPrecision);
float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
float[] outputValues = new float[Constants.ChannelCountMax];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] channelInput = new float[Parameter.ChannelCount];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().Fill(0);
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i];
float tapOutput = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], 0);
outputValues[outputIndex] += tapOutput * state.EarlyGain[earlyDelayIndex];
}
if (isSurround)
{
outputValues[5] *= 0.2f;
}
float targetPreDelayValue = 0;
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex] * 64;
targetPreDelayValue += channelInput[channelIndex] * reverbGain;
}
state.PreDelayLine.Update(targetPreDelayValue);
float lateValue = state.PreDelayLine.Tap(state.PreDelayLineDelayTime) * lateGain;
for (int i = 0; i < state.FdnDelayLines.Length; i++)
{
feedbackOutputValues[i] = state.FdnDelayLines[i].Read() * state.HighFrequencyDecayDirectGain[i] + state.PreviousFeedbackOutput[i] * state.HighFrequencyDecayPreviousGain[i];
state.PreviousFeedbackOutput[i] = feedbackOutputValues[i];
}
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.FdnDelayLines.Length; i++)
{
feedbackOutputValues[i] = state.DecayDelays[i].Update(feedbackValues[i] + lateValue);
state.FdnDelayLines[i].Update(feedbackOutputValues[i]);
}
for (int i = 0; i < targetOutputFeedbackIndicesTable.Length; i++)
{
int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[i];
int outputIndex = outputIndicesTable[i];
if (targetOutputFeedbackIndex >= 0)
{
outputValues[outputIndex] += feedbackOutputValues[targetOutputFeedbackIndex];
}
}
if (isSurround)
{
outputValues[4] += state.BackLeftDelayLine.Update((feedbackOutputValues[2] - feedbackOutputValues[3]) * 0.5f);
}
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] * outGain + channelInput[channelIndex] * dryGain) / 64;
}
}
}
private void ProcessReverb(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverbMono(outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverbStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverbQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverbSurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
}
}
}
}
public void Process(CommandList context)
{
ref ReverbState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.Status == Server.Effect.UsageState.Invalid)
{
state = new ReverbState(ref _parameter, WorkBuffer, IsLongSizePreDelaySupported);
}
else if (Parameter.Status == Server.Effect.UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessReverb(context);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.Upsampler;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class UpsampleCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Upsample;
public ulong EstimatedProcessingTime { get; set; }
public uint BufferCount { get; }
public uint InputBufferIndex { get; }
public uint InputSampleCount { get; }
public uint InputSampleRate { get; }
public UpsamplerState UpsamplerInfo { get; }
public Memory<float> OutBuffer { get; }
public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = 0;
OutBuffer = info.OutputBuffer;
BufferCount = bufferCount;
InputSampleCount = sampleCount;
InputSampleRate = sampleRate;
info.SourceSampleCount = inputCount;
info.InputBufferIndices = new ushort[inputCount];
for (int i = 0; i < inputCount; i++)
{
info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
}
UpsamplerInfo = info;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Span<float> GetBuffer(int index, int sampleCount)
{
return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
}
public void Process(CommandList context)
{
float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
for (int i = 0; i < bufferCount; i++)
{
Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
float fraction = 0.0f;
ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class VolumeCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Volume;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume { get; }
public VolumeCommand(float volume, uint bufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)bufferIndex;
OutputBufferIndex = (ushort)bufferIndex;
Volume = volume;
}
private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector256<float> volumeVec = Vector256.Create(Volume);
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputBuffer);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputBuffer);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec));
}
for (int i = sisdStart; i < inputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec));
}
for (int i = sisdStart; i < inputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
if (Avx.IsSupported)
{
ProcessVolumeAvx(outputBuffer, inputBuffer);
}
else if (Sse41.IsSupported)
{
ProcessVolumeSse41(outputBuffer, inputBuffer);
}
else
{
ProcessVolumeSlowPath(outputBuffer, inputBuffer);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolumeSlowPath(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
for (int i = 0; i < outputBuffer.Length; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessVolume(outputBuffer, inputBuffer);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class VolumeRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.VolumeRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)bufferIndex;
OutputBufferIndex = (ushort)bufferIndex;
Volume0 = volume0;
Volume1 = volume1;
}
private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
for (int i = 0; i < sampleCount; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
volume += ramp;
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Buffers;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class DataSourceHelper
{
private const int FixedPointPrecision = 15;
public class WaveBufferInformation
{
public Memory<VoiceUpdateState> State;
public uint SourceSampleRate;
public SampleFormat SampleFormat;
public float Pitch;
public DecodingBehaviour DecodingBehaviour;
public WaveBuffer[] WaveBuffers;
public ulong ExtraParameter;
public ulong ExtraParameterSize;
public int ChannelIndex;
public int ChannelCount;
public SampleRateConversionQuality SrcQuality;
}
private static int GetPitchLimitBySrcQuality(SampleRateConversionQuality quality)
{
switch (quality)
{
case SampleRateConversionQuality.Default:
case SampleRateConversionQuality.Low:
return 4;
case SampleRateConversionQuality.High:
return 8;
default:
throw new ArgumentException($"{quality}");
}
}
public static void ProcessWaveBuffers(IVirtualMemoryManager memoryManager, Span<float> outputBuffer, WaveBufferInformation info, uint targetSampleRate, int sampleCount)
{
const int tempBufferSize = 0x3F00;
ref VoiceUpdateState state = ref info.State.Span[0];
short[] tempBuffer = ArrayPool<short>.Shared.Rent(tempBufferSize);
float sampleRateRatio = ((float)info.SourceSampleRate / targetSampleRate * info.Pitch);
float fraction = state.Fraction;
int waveBufferIndex = (int)state.WaveBufferIndex;
ulong playedSampleCount = state.PlayedSampleCount;
int offset = state.Offset;
uint waveBufferConsumed = state.WaveBufferConsumed;
int pitchMaxLength = GetPitchLimitBySrcQuality(info.SrcQuality);
int totalNeededSize = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCount);
if (totalNeededSize + pitchMaxLength <= tempBufferSize && totalNeededSize >= 0)
{
int sourceSampleCountToProcess = sampleCount;
int maxSampleCountPerIteration = Math.Min((int)MathF.Truncate((tempBufferSize - fraction) / sampleRateRatio), sampleCount);
bool isStarving = false;
int i = 0;
while (i < sourceSampleCountToProcess)
{
int tempBufferIndex = 0;
if (!info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
{
state.Pitch.ToSpan().Slice(0, pitchMaxLength).CopyTo(tempBuffer.AsSpan());
tempBufferIndex += pitchMaxLength;
}
int sampleCountToProcess = Math.Min(sourceSampleCountToProcess, maxSampleCountPerIteration);
int y = 0;
int sampleCountToDecode = (int)MathF.Truncate(fraction + sampleRateRatio * sampleCountToProcess);
while (y < sampleCountToDecode)
{
if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
{
Logger.Error?.Print(LogClass.AudioRenderer, $"Invalid WaveBuffer index {waveBufferIndex}");
waveBufferIndex = 0;
playedSampleCount = 0;
}
if (!state.IsWaveBufferValid[waveBufferIndex])
{
isStarving = true;
break;
}
ref WaveBuffer waveBuffer = ref info.WaveBuffers[waveBufferIndex];
if (offset == 0 && info.SampleFormat == SampleFormat.Adpcm && waveBuffer.Context != 0)
{
state.LoopContext = memoryManager.Read<AdpcmLoopContext>(waveBuffer.Context);
}
Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
int decodedSampleCount = -1;
int targetSampleStartOffset;
int targetSampleEndOffset;
if (state.LoopCount > 0 && waveBuffer.LoopStartSampleOffset != 0 && waveBuffer.LoopEndSampleOffset != 0 && waveBuffer.LoopStartSampleOffset <= waveBuffer.LoopEndSampleOffset)
{
targetSampleStartOffset = (int)waveBuffer.LoopStartSampleOffset;
targetSampleEndOffset = (int)waveBuffer.LoopEndSampleOffset;
}
else
{
targetSampleStartOffset = (int)waveBuffer.StartSampleOffset;
targetSampleEndOffset = (int)waveBuffer.EndSampleOffset;
}
int targetWaveBufferSampleCount = targetSampleEndOffset - targetSampleStartOffset;
switch (info.SampleFormat)
{
case SampleFormat.Adpcm:
ReadOnlySpan<byte> waveBufferAdpcm = ReadOnlySpan<byte>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
// TODO: we are possibly copying a lot of unneeded data here, we should only take what we need.
waveBufferAdpcm = memoryManager.GetSpan(waveBuffer.Buffer, (int)waveBuffer.BufferSize);
}
ReadOnlySpan<short> coefficients = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(info.ExtraParameter, (int)info.ExtraParameterSize));
decodedSampleCount = AdpcmHelper.Decode(tempSpan, waveBufferAdpcm, targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y, coefficients, ref state.LoopContext);
break;
case SampleFormat.PcmInt16:
ReadOnlySpan<short> waveBufferPcm16 = ReadOnlySpan<short>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<short>(targetSampleStartOffset, offset, info.ChannelCount);
int bufferSize = PcmHelper.GetBufferSize<short>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
waveBufferPcm16 = MemoryMarshal.Cast<byte, short>(memoryManager.GetSpan(bufferOffset, bufferSize));
}
decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcm16, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
break;
case SampleFormat.PcmFloat:
ReadOnlySpan<float> waveBufferPcmFloat = ReadOnlySpan<float>.Empty;
if (waveBuffer.Buffer != 0 && waveBuffer.BufferSize != 0)
{
ulong bufferOffset = waveBuffer.Buffer + PcmHelper.GetBufferOffset<float>(targetSampleStartOffset, offset, info.ChannelCount);
int bufferSize = PcmHelper.GetBufferSize<float>(targetSampleStartOffset, targetSampleEndOffset, offset, sampleCountToDecode - y) * info.ChannelCount;
waveBufferPcmFloat = MemoryMarshal.Cast<byte, float>(memoryManager.GetSpan(bufferOffset, bufferSize));
}
decodedSampleCount = PcmHelper.Decode(tempSpan, waveBufferPcmFloat, targetSampleStartOffset, targetSampleEndOffset, info.ChannelIndex, info.ChannelCount);
break;
default:
Logger.Warning?.Print(LogClass.AudioRenderer, $"Unsupported sample format {info.SampleFormat}");
break;
}
Debug.Assert(decodedSampleCount <= sampleCountToDecode);
if (decodedSampleCount < 0)
{
Logger.Warning?.Print(LogClass.AudioRenderer, $"Decoding failed, skipping WaveBuffer");
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
decodedSampleCount = 0;
}
y += decodedSampleCount;
offset += decodedSampleCount;
playedSampleCount += (uint)decodedSampleCount;
if (offset >= targetWaveBufferSampleCount || decodedSampleCount == 0)
{
offset = 0;
if (waveBuffer.Looping)
{
state.LoopCount++;
if (waveBuffer.LoopCount >= 0)
{
if (decodedSampleCount == 0 || state.LoopCount > waveBuffer.LoopCount)
{
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
}
}
if (decodedSampleCount == 0)
{
isStarving = true;
break;
}
if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.PlayedSampleCountResetWhenLooping))
{
playedSampleCount = 0;
}
}
else
{
state.MarkEndOfBufferWaveBufferProcessing(ref waveBuffer, ref waveBufferIndex, ref waveBufferConsumed, ref playedSampleCount);
}
}
}
Span<float> outputSpan = outputBuffer.Slice(i);
Span<int> outputSpanInt = MemoryMarshal.Cast<float, int>(outputSpan);
if (info.DecodingBehaviour.HasFlag(DecodingBehaviour.SkipPitchAndSampleRateConversion))
{
for (int j = 0; j < y; j++)
{
outputBuffer[j] = tempBuffer[j];
}
}
else
{
Span<short> tempSpan = tempBuffer.AsSpan().Slice(tempBufferIndex + y);
tempSpan.Slice(0, sampleCountToDecode - y).Fill(0);
ToFloat(outputBuffer, outputSpanInt, sampleCountToProcess);
ResamplerHelper.Resample(outputBuffer, tempBuffer, sampleRateRatio, ref fraction, sampleCountToProcess, info.SrcQuality, y != sourceSampleCountToProcess || info.Pitch != 1.0f);
tempBuffer.AsSpan().Slice(sampleCountToDecode, pitchMaxLength).CopyTo(state.Pitch.ToSpan());
}
i += sampleCountToProcess;
}
Debug.Assert(sourceSampleCountToProcess == i || !isStarving);
state.WaveBufferConsumed = waveBufferConsumed;
state.Offset = offset;
state.PlayedSampleCount = playedSampleCount;
state.WaveBufferIndex = (uint)waveBufferIndex;
state.Fraction = fraction;
}
ArrayPool<short>.Shared.Return(tempBuffer);
}
private static void ToFloatAvx(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
ReadOnlySpan<Vector256<int>> inputVec = MemoryMarshal.Cast<int, Vector256<int>>(input);
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(output);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector256Single(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = input[i];
}
}
private static void ToFloatSse2(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
ReadOnlySpan<Vector128<int>> inputVec = MemoryMarshal.Cast<int, Vector128<int>>(input);
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(output);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Sse2.ConvertToVector128Single(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = input[i];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ToFloatSlow(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
for (int i = 0; i < sampleCount; i++)
{
output[i] = input[i];
}
}
public static void ToFloat(Span<float> output, ReadOnlySpan<int> input, int sampleCount)
{
if (Avx.IsSupported)
{
ToFloatAvx(output, input, sampleCount);
}
else if (Sse2.IsSupported)
{
ToFloatSse2(output, input, sampleCount);
}
else
{
ToFloatSlow(output, input, sampleCount);
}
}
public static void ToIntAvx(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(input);
Span<Vector256<int>> outputVec = MemoryMarshal.Cast<int, Vector256<int>>(output);
int sisdStart = inputVec.Length * 8;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector256Int32(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
public static void ToIntSse2(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(input);
Span<Vector128<int>> outputVec = MemoryMarshal.Cast<int, Vector128<int>>(output);
int sisdStart = inputVec.Length * 4;
for (int i = 0; i < inputVec.Length; i++)
{
outputVec[i] = Avx.ConvertToVector128Int32(inputVec[i]);
}
for (int i = sisdStart; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ToIntSlow(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
for (int i = 0; i < sampleCount; i++)
{
output[i] = (int)input[i];
}
}
public static void ToInt(Span<int> output, ReadOnlySpan<float> input, int sampleCount)
{
if (Avx.IsSupported)
{
ToIntAvx(output, input, sampleCount);
}
else if (Sse2.IsSupported)
{
ToIntSse2(output, input, sampleCount);
}
else
{
ToIntSlow(output, input, sampleCount);
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DecayDelay : IDelayLine
{
private readonly IDelayLine _delayLine;
public uint CurrentSampleCount => _delayLine.CurrentSampleCount;
public uint SampleCountMax => _delayLine.SampleCountMax;
private float _decayRate;
public DecayDelay(IDelayLine delayLine)
{
_decayRate = 0.0f;
_delayLine = delayLine;
}
public void SetDecayRate(float decayRate)
{
_decayRate = decayRate;
}
public float Update(float value)
{
float delayLineValue = _delayLine.Read();
float processedValue = value - (_decayRate * delayLineValue);
return _delayLine.Update(processedValue) + processedValue * _decayRate;
}
public void SetDelay(float delayTime)
{
_delayLine.SetDelay(delayTime);
}
public float Read()
{
return _delayLine.Read();
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return _delayLine.TapUnsafe(sampleIndex, offset);
}
public float Tap(uint sampleIndex)
{
return _delayLine.Tap(sampleIndex);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine : IDelayLine
{
private float[] _workBuffer;
private uint _sampleRate;
private uint _currentSampleIndex;
private uint _lastSampleIndex;
public uint CurrentSampleCount { get; private set; }
public uint SampleCountMax { get; private set; }
public DelayLine(uint sampleRate, float delayTimeMax)
{
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
{
CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
_currentSampleIndex = 0;
if (CurrentSampleCount == 0)
{
_lastSampleIndex = 0;
}
else
{
_lastSampleIndex = CurrentSampleCount - 1;
}
}
public void SetDelay(float delayTime)
{
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
}
public float Read()
{
return _workBuffer[_currentSampleIndex];
}
public float Update(float value)
{
float output = Read();
_workBuffer[_currentSampleIndex++] = value;
if (_currentSampleIndex >= _lastSampleIndex)
{
_currentSampleIndex = 0;
}
return output;
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
}
public float Tap(uint sampleIndex)
{
if (sampleIndex >= CurrentSampleCount)
{
sampleIndex = CurrentSampleCount - 1;
}
return TapUnsafe(sampleIndex, -1);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine3d : IDelayLine
{
private float[] _workBuffer;
private uint _sampleRate;
private uint _currentSampleIndex;
private uint _lastSampleIndex;
public uint CurrentSampleCount { get; private set; }
public uint SampleCountMax { get; private set; }
public DelayLine3d(uint sampleRate, float delayTimeMax)
{
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax + 1];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
{
if (SampleCountMax >= targetSampleCount)
{
CurrentSampleCount = targetSampleCount;
_lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
}
}
public void SetDelay(float delayTime)
{
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
}
public float Read()
{
return _workBuffer[_currentSampleIndex];
}
public float Update(float value)
{
Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
_workBuffer[_lastSampleIndex++] = value;
float output = Read();
_currentSampleIndex++;
if (_currentSampleIndex >= SampleCountMax)
{
_currentSampleIndex = 0;
}
if (_lastSampleIndex >= SampleCountMax)
{
_lastSampleIndex = 0;
}
return output;
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
}
public float Tap(uint sampleIndex)
{
return TapUnsafe(sampleIndex, -1);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public interface IDelayLine
{
uint CurrentSampleCount { get; }
uint SampleCountMax { get; }
void SetDelay(float delayTime);
float Read();
float Update(float value);
float TapUnsafe(uint sampleIndex, int offset);
float Tap(uint sampleIndex);
public static float Tap(Span<float> workBuffer, int baseIndex, int sampleIndex, int delaySampleCount)
{
int targetIndex = baseIndex - sampleIndex;
if (targetIndex < 0)
{
targetIndex += delaySampleCount;
}
return workBuffer[targetIndex];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint GetSampleCount(uint sampleRate, float delayTime)
{
return (uint)MathF.Round(sampleRate * delayTime);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class FixedPointHelper
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int ToInt(long value, int qBits)
{
return (int)(value >> qBits);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float ToFloat(long value, int qBits)
{
return (float)value / (1 << qBits);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int ToFixed(float value, int qBits)
{
return (int)(value * (1 << qBits));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int RoundUpAndToInt(long value, int qBits)
{
int half = 1 << (qBits - 1);
return ToInt(value + half, qBits);
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class FloatingPointHelper
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MultiplyRoundDown(float a, float b)
{
return RoundDown(a * b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float RoundDown(float a)
{
return MathF.Round(a, 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float RoundUp(float a)
{
return MathF.Round(a);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MultiplyRoundUp(float a, float b)
{
return RoundUp(a * b);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Pow10(float x)
{
// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
if (x >= 0.0f)
{
return 1.0f;
}
else if (x <= -5.3f)
{
return 0.0f;
}
return MathF.Pow(10, x);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float DegreesToRadians(float degrees)
{
return degrees * MathF.PI / 180.0f;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Cos(float value)
{
return MathF.Cos(DegreesToRadians(value));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Sin(float value)
{
return MathF.Sin(DegreesToRadians(value));
}
}
}

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@ -0,0 +1,95 @@
//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class PcmHelper
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetCountToDecode(int startSampleOffset, int endSampleOffset, int offset, int count)
{
return Math.Min(count, endSampleOffset - startSampleOffset - offset);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong GetBufferOffset<T>(int startSampleOffset, int offset, int channelCount) where T : unmanaged
{
return (ulong)(Unsafe.SizeOf<T>() * channelCount * (startSampleOffset + offset));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetBufferSize<T>(int startSampleOffset, int endSampleOffset, int offset, int count) where T : unmanaged
{
return GetCountToDecode(startSampleOffset, endSampleOffset, offset, count) * Unsafe.SizeOf<T>();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Decode(Span<short> output, ReadOnlySpan<short> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
{
if (input.IsEmpty || endSampleOffset < startSampleOffset)
{
return 0;
}
int decodedCount = input.Length / channelCount;
for (int i = 0; i < decodedCount; i++)
{
output[i] = input[i * channelCount + channelIndex];
}
return decodedCount;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Decode(Span<short> output, ReadOnlySpan<float> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
{
if (input.IsEmpty || endSampleOffset < startSampleOffset)
{
return 0;
}
int decodedCount = input.Length / channelCount;
for (int i = 0; i < decodedCount; i++)
{
output[i] = (short)(input[i * channelCount + channelIndex] * short.MaxValue);
}
return decodedCount;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static short Saturate(float value)
{
if (value > short.MaxValue)
{
return short.MaxValue;
}
if (value < short.MinValue)
{
return short.MinValue;
}
return (short)value;
}
}
}

View file

@ -0,0 +1,624 @@
//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class ResamplerHelper
{
#region "Default Quality Lookup Tables"
private static short[] _normalCurveLut0 = new short[]
{
6600, 19426, 6722, 3, 6479, 19424, 6845, 9, 6359, 19419, 6968, 15, 6239, 19412, 7093, 22,
6121, 19403, 7219, 28, 6004, 19391, 7345, 34, 5888, 19377, 7472, 41, 5773, 19361, 7600, 48,
5659, 19342, 7728, 55, 5546, 19321, 7857, 62, 5434, 19298, 7987, 69, 5323, 19273, 8118, 77,
5213, 19245, 8249, 84, 5104, 19215, 8381, 92, 4997, 19183, 8513, 101, 4890, 19148, 8646, 109,
4785, 19112, 8780, 118, 4681, 19073, 8914, 127, 4579, 19031, 9048, 137, 4477, 18988, 9183, 147,
4377, 18942, 9318, 157, 4277, 18895, 9454, 168, 4179, 18845, 9590, 179, 4083, 18793, 9726, 190,
3987, 18738, 9863, 202, 3893, 18682, 10000, 215, 3800, 18624, 10137, 228, 3709, 18563, 10274, 241,
3618, 18500, 10411, 255, 3529, 18436, 10549, 270, 3441, 18369, 10687, 285, 3355, 18300, 10824, 300,
3269, 18230, 10962, 317, 3186, 18157, 11100, 334, 3103, 18082, 11238, 351, 3022, 18006, 11375, 369,
2942, 17927, 11513, 388, 2863, 17847, 11650, 408, 2785, 17765, 11788, 428, 2709, 17681, 11925, 449,
2635, 17595, 12062, 471, 2561, 17507, 12198, 494, 2489, 17418, 12334, 517, 2418, 17327, 12470, 541,
2348, 17234, 12606, 566, 2280, 17140, 12741, 592, 2213, 17044, 12876, 619, 2147, 16946, 13010, 647,
2083, 16846, 13144, 675, 2020, 16745, 13277, 704, 1958, 16643, 13409, 735, 1897, 16539, 13541, 766,
1838, 16434, 13673, 798, 1780, 16327, 13803, 832, 1723, 16218, 13933, 866, 1667, 16109, 14062, 901,
1613, 15998, 14191, 937, 1560, 15885, 14318, 975, 1508, 15772, 14445, 1013, 1457, 15657, 14571, 1052,
1407, 15540, 14695, 1093, 1359, 15423, 14819, 1134, 1312, 15304, 14942, 1177, 1266, 15185, 15064, 1221,
1221, 15064, 15185, 1266, 1177, 14942, 15304, 1312, 1134, 14819, 15423, 1359, 1093, 14695, 15540, 1407,
1052, 14571, 15657, 1457, 1013, 14445, 15772, 1508, 975, 14318, 15885, 1560, 937, 14191, 15998, 1613,
901, 14062, 16109, 1667, 866, 13933, 16218, 1723, 832, 13803, 16327, 1780, 798, 13673, 16434, 1838,
766, 13541, 16539, 1897, 735, 13409, 16643, 1958, 704, 13277, 16745, 2020, 675, 13144, 16846, 2083,
647, 13010, 16946, 2147, 619, 12876, 17044, 2213, 592, 12741, 17140, 2280, 566, 12606, 17234, 2348,
541, 12470, 17327, 2418, 517, 12334, 17418, 2489, 494, 12198, 17507, 2561, 471, 12062, 17595, 2635,
449, 11925, 17681, 2709, 428, 11788, 17765, 2785, 408, 11650, 17847, 2863, 388, 11513, 17927, 2942,
369, 11375, 18006, 3022, 351, 11238, 18082, 3103, 334, 11100, 18157, 3186, 317, 10962, 18230, 3269,
300, 10824, 18300, 3355, 285, 10687, 18369, 3441, 270, 10549, 18436, 3529, 255, 10411, 18500, 3618,
241, 10274, 18563, 3709, 228, 10137, 18624, 3800, 215, 10000, 18682, 3893, 202, 9863, 18738, 3987,
190, 9726, 18793, 4083, 179, 9590, 18845, 4179, 168, 9454, 18895, 4277, 157, 9318, 18942, 4377,
147, 9183, 18988, 4477, 137, 9048, 19031, 4579, 127, 8914, 19073, 4681, 118, 8780, 19112, 4785,
109, 8646, 19148, 4890, 101, 8513, 19183, 4997, 92, 8381, 19215, 5104, 84, 8249, 19245, 5213,
77, 8118, 19273, 5323, 69, 7987, 19298, 5434, 62, 7857, 19321, 5546, 55, 7728, 19342, 5659,
48, 7600, 19361, 5773, 41, 7472, 19377, 5888, 34, 7345, 19391, 6004, 28, 7219, 19403, 6121,
22, 7093, 19412, 6239, 15, 6968, 19419, 6359, 9, 6845, 19424, 6479, 3, 6722, 19426, 6600
};
private static short[] _normalCurveLut1 = new short[]
{
-68, 32639, 69, -5, -200, 32630, 212, -15, -328, 32613, 359, -26, -450, 32586, 512, -36,
-568, 32551, 669, -47, -680, 32507, 832, -58, -788, 32454, 1000, -69, -891, 32393, 1174, -80,
-990, 32323, 1352, -92, -1084, 32244, 1536, -103, -1173, 32157, 1724, -115, -1258, 32061, 1919, -128,
-1338, 31956, 2118, -140, -1414, 31844, 2322, -153, -1486, 31723, 2532, -167, -1554, 31593, 2747, -180,
-1617, 31456, 2967, -194, -1676, 31310, 3192, -209, -1732, 31157, 3422, -224, -1783, 30995, 3657, -240,
-1830, 30826, 3897, -256, -1874, 30649, 4143, -272, -1914, 30464, 4393, -289, -1951, 30272, 4648, -307,
-1984, 30072, 4908, -325, -2014, 29866, 5172, -343, -2040, 29652, 5442, -362, -2063, 29431, 5716, -382,
-2083, 29203, 5994, -403, -2100, 28968, 6277, -424, -2114, 28727, 6565, -445, -2125, 28480, 6857, -468,
-2133, 28226, 7153, -490, -2139, 27966, 7453, -514, -2142, 27700, 7758, -538, -2142, 27428, 8066, -563,
-2141, 27151, 8378, -588, -2136, 26867, 8694, -614, -2130, 26579, 9013, -641, -2121, 26285, 9336, -668,
-2111, 25987, 9663, -696, -2098, 25683, 9993, -724, -2084, 25375, 10326, -753, -2067, 25063, 10662, -783,
-2049, 24746, 11000, -813, -2030, 24425, 11342, -844, -2009, 24100, 11686, -875, -1986, 23771, 12033, -907,
-1962, 23438, 12382, -939, -1937, 23103, 12733, -972, -1911, 22764, 13086, -1005, -1883, 22422, 13441, -1039,
-1855, 22077, 13798, -1072, -1825, 21729, 14156, -1107, -1795, 21380, 14516, -1141, -1764, 21027, 14877, -1176,
-1732, 20673, 15239, -1211, -1700, 20317, 15602, -1246, -1667, 19959, 15965, -1282, -1633, 19600, 16329, -1317,
-1599, 19239, 16694, -1353, -1564, 18878, 17058, -1388, -1530, 18515, 17423, -1424, -1495, 18151, 17787, -1459,
-1459, 17787, 18151, -1495, -1424, 17423, 18515, -1530, -1388, 17058, 18878, -1564, -1353, 16694, 19239, -1599,
-1317, 16329, 19600, -1633, -1282, 15965, 19959, -1667, -1246, 15602, 20317, -1700, -1211, 15239, 20673, -1732,
-1176, 14877, 21027, -1764, -1141, 14516, 21380, -1795, -1107, 14156, 21729, -1825, -1072, 13798, 22077, -1855,
-1039, 13441, 22422, -1883, -1005, 13086, 22764, -1911, -972, 12733, 23103, -1937, -939, 12382, 23438, -1962,
-907, 12033, 23771, -1986, -875, 11686, 24100, -2009, -844, 11342, 24425, -2030, -813, 11000, 24746, -2049,
-783, 10662, 25063, -2067, -753, 10326, 25375, -2084, -724, 9993, 25683, -2098, -696, 9663, 25987, -2111,
-668, 9336, 26285, -2121, -641, 9013, 26579, -2130, -614, 8694, 26867, -2136, -588, 8378, 27151, -2141,
-563, 8066, 27428, -2142, -538, 7758, 27700, -2142, -514, 7453, 27966, -2139, -490, 7153, 28226, -2133,
-468, 6857, 28480, -2125, -445, 6565, 28727, -2114, -424, 6277, 28968, -2100, -403, 5994, 29203, -2083,
-382, 5716, 29431, -2063, -362, 5442, 29652, -2040, -343, 5172, 29866, -2014, -325, 4908, 30072, -1984,
-307, 4648, 30272, -1951, -289, 4393, 30464, -1914, -272, 4143, 30649, -1874, -256, 3897, 30826, -1830,
-240, 3657, 30995, -1783, -224, 3422, 31157, -1732, -209, 3192, 31310, -1676, -194, 2967, 31456, -1617,
-180, 2747, 31593, -1554, -167, 2532, 31723, -1486, -153, 2322, 31844, -1414, -140, 2118, 31956, -1338,
-128, 1919, 32061, -1258, -115, 1724, 32157, -1173, -103, 1536, 32244, -1084, -92, 1352, 32323, -990,
-80, 1174, 32393, -891, -69, 1000, 32454, -788, -58, 832, 32507, -680, -47, 669, 32551, -568,
-36, 512, 32586, -450, -26, 359, 32613, -328, -15, 212, 32630, -200, -5, 69, 32639, -68
};
private static short[] _normalCurveLut2 = new short[]
{
3195, 26287, 3329, -32, 3064, 26281, 3467, -34, 2936, 26270, 3608, -38, 2811, 26253, 3751, -42,
2688, 26230, 3897, -46, 2568, 26202, 4046, -50, 2451, 26169, 4199, -54, 2338, 26130, 4354, -58,
2227, 26085, 4512, -63, 2120, 26035, 4673, -67, 2015, 25980, 4837, -72, 1912, 25919, 5004, -76,
1813, 25852, 5174, -81, 1716, 25780, 5347, -87, 1622, 25704, 5522, -92, 1531, 25621, 5701, -98,
1442, 25533, 5882, -103, 1357, 25440, 6066, -109, 1274, 25342, 6253, -115, 1193, 25239, 6442, -121,
1115, 25131, 6635, -127, 1040, 25018, 6830, -133, 967, 24899, 7027, -140, 897, 24776, 7227, -146,
829, 24648, 7430, -153, 764, 24516, 7635, -159, 701, 24379, 7842, -166, 641, 24237, 8052, -174,
583, 24091, 8264, -181, 526, 23940, 8478, -187, 472, 23785, 8695, -194, 420, 23626, 8914, -202,
371, 23462, 9135, -209, 324, 23295, 9358, -215, 279, 23123, 9583, -222, 236, 22948, 9809, -230,
194, 22769, 10038, -237, 154, 22586, 10269, -243, 117, 22399, 10501, -250, 81, 22208, 10735, -258,
47, 22015, 10970, -265, 15, 21818, 11206, -271, -16, 21618, 11444, -277, -44, 21415, 11684, -283,
-71, 21208, 11924, -290, -97, 20999, 12166, -296, -121, 20786, 12409, -302, -143, 20571, 12653, -306,
-163, 20354, 12898, -311, -183, 20134, 13143, -316, -201, 19911, 13389, -321, -218, 19686, 13635, -325,
-234, 19459, 13882, -328, -248, 19230, 14130, -332, -261, 18998, 14377, -335, -273, 18765, 14625, -337,
-284, 18531, 14873, -339, -294, 18295, 15121, -341, -302, 18057, 15369, -341, -310, 17817, 15617, -341,
-317, 17577, 15864, -340, -323, 17335, 16111, -340, -328, 17092, 16357, -338, -332, 16848, 16603, -336,
-336, 16603, 16848, -332, -338, 16357, 17092, -328, -340, 16111, 17335, -323, -340, 15864, 17577, -317,
-341, 15617, 17817, -310, -341, 15369, 18057, -302, -341, 15121, 18295, -294, -339, 14873, 18531, -284,
-337, 14625, 18765, -273, -335, 14377, 18998, -261, -332, 14130, 19230, -248, -328, 13882, 19459, -234,
-325, 13635, 19686, -218, -321, 13389, 19911, -201, -316, 13143, 20134, -183, -311, 12898, 20354, -163,
-306, 12653, 20571, -143, -302, 12409, 20786, -121, -296, 12166, 20999, -97, -290, 11924, 21208, -71,
-283, 11684, 21415, -44, -277, 11444, 21618, -16, -271, 11206, 21818, 15, -265, 10970, 22015, 47,
-258, 10735, 22208, 81, -250, 10501, 22399, 117, -243, 10269, 22586, 154, -237, 10038, 22769, 194,
-230, 9809, 22948, 236, -222, 9583, 23123, 279, -215, 9358, 23295, 324, -209, 9135, 23462, 371,
-202, 8914, 23626, 420, -194, 8695, 23785, 472, -187, 8478, 23940, 526, -181, 8264, 24091, 583,
-174, 8052, 24237, 641, -166, 7842, 24379, 701, -159, 7635, 24516, 764, -153, 7430, 24648, 829,
-146, 7227, 24776, 897, -140, 7027, 24899, 967, -133, 6830, 25018, 1040, -127, 6635, 25131, 1115,
-121, 6442, 25239, 1193, -115, 6253, 25342, 1274, -109, 6066, 25440, 1357, -103, 5882, 25533, 1442,
-98, 5701, 25621, 1531, -92, 5522, 25704, 1622, -87, 5347, 25780, 1716, -81, 5174, 25852, 1813,
-76, 5004, 25919, 1912, -72, 4837, 25980, 2015, -67, 4673, 26035, 2120, -63, 4512, 26085, 2227,
-58, 4354, 26130, 2338, -54, 4199, 26169, 2451, -50, 4046, 26202, 2568, -46, 3897, 26230, 2688,
-42, 3751, 26253, 2811, -38, 3608, 26270, 2936, -34, 3467, 26281, 3064, -32, 3329, 26287, 3195
};
#endregion
#region "High Quality Lookup Tables"
private static short[] _highCurveLut0 = new short[]
{
-582, -23, 8740, 16386, 8833, 8, -590, 0, -573, -54, 8647, 16385, 8925, 40, -598, -1,
-565, -84, 8555, 16383, 9018, 72, -606, -1, -557, -113, 8462, 16379, 9110, 105, -614, -2,
-549, -142, 8370, 16375, 9203, 139, -622, -2, -541, -170, 8277, 16369, 9295, 173, -630, -3,
-533, -198, 8185, 16362, 9387, 208, -638, -4, -525, -225, 8093, 16354, 9480, 244, -646, -5,
-516, -251, 8000, 16344, 9572, 280, -654, -5, -508, -277, 7908, 16334, 9664, 317, -662, -6,
-500, -302, 7816, 16322, 9756, 355, -670, -7, -492, -327, 7724, 16310, 9847, 393, -678, -8,
-484, -351, 7632, 16296, 9939, 432, -686, -9, -476, -374, 7540, 16281, 10030, 471, -694, -10,
-468, -397, 7449, 16265, 10121, 511, -702, -11, -460, -419, 7357, 16247, 10212, 552, -709, -13,
-452, -441, 7266, 16229, 10303, 593, -717, -14, -445, -462, 7175, 16209, 10394, 635, -724, -15,
-437, -483, 7084, 16189, 10484, 678, -732, -16, -429, -503, 6994, 16167, 10574, 722, -739, -18,
-421, -523, 6903, 16144, 10664, 766, -747, -19, -414, -542, 6813, 16120, 10754, 810, -754, -21,
-406, -560, 6723, 16095, 10843, 856, -761, -22, -398, -578, 6633, 16068, 10932, 902, -768, -24,
-391, -596, 6544, 16041, 11021, 949, -775, -26, -383, -612, 6454, 16012, 11109, 996, -782, -27,
-376, -629, 6366, 15983, 11197, 1044, -789, -29, -368, -645, 6277, 15952, 11285, 1093, -796, -31,
-361, -660, 6189, 15920, 11372, 1142, -802, -33, -354, -675, 6100, 15887, 11459, 1192, -809, -35,
-347, -689, 6013, 15853, 11546, 1243, -815, -37, -339, -703, 5925, 15818, 11632, 1294, -821, -39,
-332, -717, 5838, 15782, 11718, 1346, -827, -41, -325, -730, 5751, 15745, 11803, 1399, -833, -43,
-318, -742, 5665, 15707, 11888, 1452, -839, -46, -312, -754, 5579, 15668, 11973, 1506, -845, -48,
-305, -766, 5493, 15627, 12057, 1561, -850, -50, -298, -777, 5408, 15586, 12140, 1616, -855, -53,
-291, -787, 5323, 15544, 12224, 1672, -861, -56, -285, -798, 5239, 15500, 12306, 1729, -866, -58,
-278, -807, 5155, 15456, 12388, 1786, -871, -61, -272, -817, 5071, 15410, 12470, 1844, -875, -64,
-265, -826, 4988, 15364, 12551, 1902, -880, -67, -259, -834, 4905, 15317, 12631, 1962, -884, -70,
-253, -842, 4823, 15268, 12711, 2022, -888, -73, -247, -850, 4741, 15219, 12790, 2082, -892, -76,
-241, -857, 4659, 15168, 12869, 2143, -896, -79, -235, -864, 4578, 15117, 12947, 2205, -899, -82,
-229, -870, 4498, 15065, 13025, 2267, -903, -85, -223, -876, 4417, 15012, 13102, 2331, -906, -89,
-217, -882, 4338, 14958, 13178, 2394, -909, -92, -211, -887, 4259, 14903, 13254, 2459, -911, -96,
-206, -892, 4180, 14847, 13329, 2523, -914, -100, -200, -896, 4102, 14790, 13403, 2589, -916, -103,
-195, -900, 4024, 14732, 13477, 2655, -918, -107, -190, -904, 3947, 14673, 13550, 2722, -919, -111,
-184, -908, 3871, 14614, 13622, 2789, -921, -115, -179, -911, 3795, 14553, 13693, 2857, -922, -119,
-174, -913, 3719, 14492, 13764, 2926, -923, -123, -169, -916, 3644, 14430, 13834, 2995, -923, -127,
-164, -918, 3570, 14367, 13904, 3065, -924, -132, -159, -920, 3496, 14303, 13972, 3136, -924, -136,
-154, -921, 3423, 14239, 14040, 3207, -924, -140, -150, -922, 3350, 14173, 14107, 3278, -923, -145,
-145, -923, 3278, 14107, 14173, 3350, -922, -150, -140, -924, 3207, 14040, 14239, 3423, -921, -154,
-136, -924, 3136, 13972, 14303, 3496, -920, -159, -132, -924, 3065, 13904, 14367, 3570, -918, -164,
-127, -923, 2995, 13834, 14430, 3644, -916, -169, -123, -923, 2926, 13764, 14492, 3719, -913, -174,
-119, -922, 2857, 13693, 14553, 3795, -911, -179, -115, -921, 2789, 13622, 14614, 3871, -908, -184,
-111, -919, 2722, 13550, 14673, 3947, -904, -190, -107, -918, 2655, 13477, 14732, 4024, -900, -195,
-103, -916, 2589, 13403, 14790, 4102, -896, -200, -100, -914, 2523, 13329, 14847, 4180, -892, -206,
-96, -911, 2459, 13254, 14903, 4259, -887, -211, -92, -909, 2394, 13178, 14958, 4338, -882, -217,
-89, -906, 2331, 13102, 15012, 4417, -876, -223, -85, -903, 2267, 13025, 15065, 4498, -870, -229,
-82, -899, 2205, 12947, 15117, 4578, -864, -235, -79, -896, 2143, 12869, 15168, 4659, -857, -241,
-76, -892, 2082, 12790, 15219, 4741, -850, -247, -73, -888, 2022, 12711, 15268, 4823, -842, -253,
-70, -884, 1962, 12631, 15317, 4905, -834, -259, -67, -880, 1902, 12551, 15364, 4988, -826, -265,
-64, -875, 1844, 12470, 15410, 5071, -817, -272, -61, -871, 1786, 12388, 15456, 5155, -807, -278,
-58, -866, 1729, 12306, 15500, 5239, -798, -285, -56, -861, 1672, 12224, 15544, 5323, -787, -291,
-53, -855, 1616, 12140, 15586, 5408, -777, -298, -50, -850, 1561, 12057, 15627, 5493, -766, -305,
-48, -845, 1506, 11973, 15668, 5579, -754, -312, -46, -839, 1452, 11888, 15707, 5665, -742, -318,
-43, -833, 1399, 11803, 15745, 5751, -730, -325, -41, -827, 1346, 11718, 15782, 5838, -717, -332,
-39, -821, 1294, 11632, 15818, 5925, -703, -339, -37, -815, 1243, 11546, 15853, 6013, -689, -347,
-35, -809, 1192, 11459, 15887, 6100, -675, -354, -33, -802, 1142, 11372, 15920, 6189, -660, -361,
-31, -796, 1093, 11285, 15952, 6277, -645, -368, -29, -789, 1044, 11197, 15983, 6366, -629, -376,
-27, -782, 996, 11109, 16012, 6454, -612, -383, -26, -775, 949, 11021, 16041, 6544, -596, -391,
-24, -768, 902, 10932, 16068, 6633, -578, -398, -22, -761, 856, 10843, 16095, 6723, -560, -406,
-21, -754, 810, 10754, 16120, 6813, -542, -414, -19, -747, 766, 10664, 16144, 6903, -523, -421,
-18, -739, 722, 10574, 16167, 6994, -503, -429, -16, -732, 678, 10484, 16189, 7084, -483, -437,
-15, -724, 635, 10394, 16209, 7175, -462, -445, -14, -717, 593, 10303, 16229, 7266, -441, -452,
-13, -709, 552, 10212, 16247, 7357, -419, -460, -11, -702, 511, 10121, 16265, 7449, -397, -468,
-10, -694, 471, 10030, 16281, 7540, -374, -476, -9, -686, 432, 9939, 16296, 7632, -351, -484,
-8, -678, 393, 9847, 16310, 7724, -327, -492, -7, -670, 355, 9756, 16322, 7816, -302, -500,
-6, -662, 317, 9664, 16334, 7908, -277, -508, -5, -654, 280, 9572, 16344, 8000, -251, -516,
-5, -646, 244, 9480, 16354, 8093, -225, -525, -4, -638, 208, 9387, 16362, 8185, -198, -533,
-3, -630, 173, 9295, 16369, 8277, -170, -541, -2, -622, 139, 9203, 16375, 8370, -142, -549,
-2, -614, 105, 9110, 16379, 8462, -113, -557, -1, -606, 72, 9018, 16383, 8555, -84, -565,
-1, -598, 40, 8925, 16385, 8647, -54, -573, 0, -590, 8, 8833, 16386, 8740, -23, -582,
};
private static short[] _highCurveLut1 = new short[]
{
-12, 47, -134, 32767, 81, -16, 2, 0, -26, 108, -345, 32760, 301, -79, 17, -1,
-40, 168, -552, 32745, 526, -144, 32, -2, -53, 226, -753, 32723, 755, -210, 47, -3,
-66, 284, -950, 32694, 989, -277, 63, -5, -78, 340, -1143, 32658, 1226, -346, 79, -6,
-90, 394, -1331, 32615, 1469, -415, 96, -8, -101, 447, -1514, 32564, 1715, -486, 113, -9,
-112, 499, -1692, 32506, 1966, -557, 130, -11, -123, 550, -1865, 32441, 2221, -630, 148, -13,
-133, 599, -2034, 32369, 2480, -703, 166, -14, -143, 646, -2198, 32290, 2743, -778, 185, -16,
-152, 693, -2357, 32204, 3010, -853, 204, -18, -162, 738, -2512, 32110, 3281, -929, 223, -20,
-170, 781, -2662, 32010, 3555, -1007, 242, -23, -178, 823, -2807, 31903, 3834, -1084, 262, -25,
-186, 864, -2947, 31789, 4116, -1163, 282, -27, -194, 903, -3082, 31668, 4403, -1242, 303, -30,
-201, 940, -3213, 31540, 4692, -1322, 323, -32, -207, 977, -3339, 31406, 4985, -1403, 344, -35,
-214, 1011, -3460, 31265, 5282, -1484, 365, -37, -220, 1045, -3577, 31117, 5582, -1566, 387, -40,
-225, 1077, -3688, 30963, 5885, -1648, 409, -43, -230, 1107, -3796, 30802, 6191, -1730, 431, -46,
-235, 1136, -3898, 30635, 6501, -1813, 453, -49, -240, 1164, -3996, 30462, 6813, -1896, 475, -52,
-244, 1190, -4089, 30282, 7128, -1980, 498, -55, -247, 1215, -4178, 30097, 7446, -2064, 520, -58,
-251, 1239, -4262, 29905, 7767, -2148, 543, -62, -254, 1261, -4342, 29707, 8091, -2231, 566, -65,
-257, 1281, -4417, 29503, 8416, -2315, 589, -69, -259, 1301, -4488, 29293, 8745, -2399, 613, -72,
-261, 1319, -4555, 29078, 9075, -2483, 636, -76, -263, 1336, -4617, 28857, 9408, -2567, 659, -80,
-265, 1351, -4674, 28631, 9743, -2651, 683, -83, -266, 1365, -4728, 28399, 10080, -2734, 706, -87,
-267, 1378, -4777, 28161, 10418, -2817, 730, -91, -267, 1389, -4822, 27919, 10759, -2899, 753, -95,
-268, 1400, -4863, 27671, 11100, -2981, 777, -99, -268, 1409, -4900, 27418, 11444, -3063, 800, -103,
-268, 1416, -4933, 27161, 11789, -3144, 824, -107, -267, 1423, -4962, 26898, 12135, -3224, 847, -112,
-267, 1428, -4987, 26631, 12482, -3303, 870, -116, -266, 1433, -5008, 26359, 12830, -3382, 893, -120,
-265, 1436, -5026, 26083, 13179, -3460, 916, -125, -264, 1438, -5039, 25802, 13529, -3537, 939, -129,
-262, 1438, -5049, 25517, 13880, -3613, 962, -133, -260, 1438, -5055, 25228, 14231, -3687, 984, -138,
-258, 1437, -5058, 24935, 14582, -3761, 1006, -142, -256, 1435, -5058, 24639, 14934, -3833, 1028, -147,
-254, 1431, -5053, 24338, 15286, -3904, 1049, -151, -252, 1427, -5046, 24034, 15638, -3974, 1071, -155,
-249, 1422, -5035, 23726, 15989, -4042, 1091, -160, -246, 1416, -5021, 23415, 16341, -4109, 1112, -164,
-243, 1408, -5004, 23101, 16691, -4174, 1132, -169, -240, 1400, -4984, 22783, 17042, -4237, 1152, -173,
-237, 1392, -4960, 22463, 17392, -4299, 1171, -178, -234, 1382, -4934, 22140, 17740, -4358, 1190, -182,
-230, 1371, -4905, 21814, 18088, -4416, 1209, -186, -227, 1360, -4873, 21485, 18435, -4472, 1226, -191,
-223, 1348, -4839, 21154, 18781, -4526, 1244, -195, -219, 1335, -4801, 20821, 19125, -4578, 1260, -199,
-215, 1321, -4761, 20486, 19468, -4627, 1277, -203, -211, 1307, -4719, 20148, 19809, -4674, 1292, -207,
-207, 1292, -4674, 19809, 20148, -4719, 1307, -211, -203, 1277, -4627, 19468, 20486, -4761, 1321, -215,
-199, 1260, -4578, 19125, 20821, -4801, 1335, -219, -195, 1244, -4526, 18781, 21154, -4839, 1348, -223,
-191, 1226, -4472, 18435, 21485, -4873, 1360, -227, -186, 1209, -4416, 18088, 21814, -4905, 1371, -230,
-182, 1190, -4358, 17740, 22140, -4934, 1382, -234, -178, 1171, -4299, 17392, 22463, -4960, 1392, -237,
-173, 1152, -4237, 17042, 22783, -4984, 1400, -240, -169, 1132, -4174, 16691, 23101, -5004, 1408, -243,
-164, 1112, -4109, 16341, 23415, -5021, 1416, -246, -160, 1091, -4042, 15989, 23726, -5035, 1422, -249,
-155, 1071, -3974, 15638, 24034, -5046, 1427, -252, -151, 1049, -3904, 15286, 24338, -5053, 1431, -254,
-147, 1028, -3833, 14934, 24639, -5058, 1435, -256, -142, 1006, -3761, 14582, 24935, -5058, 1437, -258,
-138, 984, -3687, 14231, 25228, -5055, 1438, -260, -133, 962, -3613, 13880, 25517, -5049, 1438, -262,
-129, 939, -3537, 13529, 25802, -5039, 1438, -264, -125, 916, -3460, 13179, 26083, -5026, 1436, -265,
-120, 893, -3382, 12830, 26359, -5008, 1433, -266, -116, 870, -3303, 12482, 26631, -4987, 1428, -267,
-112, 847, -3224, 12135, 26898, -4962, 1423, -267, -107, 824, -3144, 11789, 27161, -4933, 1416, -268,
-103, 800, -3063, 11444, 27418, -4900, 1409, -268, -99, 777, -2981, 11100, 27671, -4863, 1400, -268,
-95, 753, -2899, 10759, 27919, -4822, 1389, -267, -91, 730, -2817, 10418, 28161, -4777, 1378, -267,
-87, 706, -2734, 10080, 28399, -4728, 1365, -266, -83, 683, -2651, 9743, 28631, -4674, 1351, -265,
-80, 659, -2567, 9408, 28857, -4617, 1336, -263, -76, 636, -2483, 9075, 29078, -4555, 1319, -261,
-72, 613, -2399, 8745, 29293, -4488, 1301, -259, -69, 589, -2315, 8416, 29503, -4417, 1281, -257,
-65, 566, -2231, 8091, 29707, -4342, 1261, -254, -62, 543, -2148, 7767, 29905, -4262, 1239, -251,
-58, 520, -2064, 7446, 30097, -4178, 1215, -247, -55, 498, -1980, 7128, 30282, -4089, 1190, -244,
-52, 475, -1896, 6813, 30462, -3996, 1164, -240, -49, 453, -1813, 6501, 30635, -3898, 1136, -235,
-46, 431, -1730, 6191, 30802, -3796, 1107, -230, -43, 409, -1648, 5885, 30963, -3688, 1077, -225,
-40, 387, -1566, 5582, 31117, -3577, 1045, -220, -37, 365, -1484, 5282, 31265, -3460, 1011, -214,
-35, 344, -1403, 4985, 31406, -3339, 977, -207, -32, 323, -1322, 4692, 31540, -3213, 940, -201,
-30, 303, -1242, 4403, 31668, -3082, 903, -194, -27, 282, -1163, 4116, 31789, -2947, 864, -186,
-25, 262, -1084, 3834, 31903, -2807, 823, -178, -23, 242, -1007, 3555, 32010, -2662, 781, -170,
-20, 223, -929, 3281, 32110, -2512, 738, -162, -18, 204, -853, 3010, 32204, -2357, 693, -152,
-16, 185, -778, 2743, 32290, -2198, 646, -143, -14, 166, -703, 2480, 32369, -2034, 599, -133,
-13, 148, -630, 2221, 32441, -1865, 550, -123, -11, 130, -557, 1966, 32506, -1692, 499, -112,
-9, 113, -486, 1715, 32564, -1514, 447, -101, -8, 96, -415, 1469, 32615, -1331, 394, -90,
-6, 79, -346, 1226, 32658, -1143, 340, -78, -5, 63, -277, 989, 32694, -950, 284, -66,
-3, 47, -210, 755, 32723, -753, 226, -53, -2, 32, -144, 526, 32745, -552, 168, -40,
-1, 17, -79, 301, 32760, -345, 108, -26, 0, 2, -16, 81, 32767, -134, 47, -12,
};
private static short[] _highCurveLut2 = new short[]
{
418, -2538, 6118, 24615, 6298, -2563, 417, 0, 420, -2512, 5939, 24611, 6479, -2588, 415, 1,
421, -2485, 5761, 24605, 6662, -2612, 412, 2, 422, -2458, 5585, 24595, 6846, -2635, 409, 3,
423, -2430, 5410, 24582, 7030, -2658, 406, 4, 423, -2402, 5236, 24565, 7216, -2680, 403, 5,
423, -2373, 5064, 24546, 7403, -2701, 399, 6, 423, -2343, 4893, 24523, 7591, -2721, 395, 7,
423, -2313, 4724, 24496, 7780, -2741, 391, 8, 422, -2283, 4556, 24467, 7970, -2759, 386, 9,
421, -2252, 4390, 24434, 8161, -2777, 381, 11, 420, -2221, 4225, 24398, 8353, -2794, 376, 12,
419, -2190, 4062, 24359, 8545, -2810, 370, 14, 418, -2158, 3900, 24316, 8739, -2825, 364, 15,
416, -2126, 3740, 24271, 8933, -2839, 358, 17, 414, -2093, 3582, 24222, 9127, -2851, 351, 19,
412, -2060, 3425, 24170, 9323, -2863, 344, 21, 410, -2027, 3270, 24115, 9519, -2874, 336, 22,
407, -1993, 3117, 24056, 9715, -2884, 328, 24, 404, -1960, 2966, 23995, 9912, -2893, 319, 26,
402, -1926, 2816, 23930, 10110, -2900, 311, 29, 398, -1892, 2668, 23863, 10308, -2907, 301, 31,
395, -1858, 2522, 23792, 10506, -2912, 292, 33, 392, -1823, 2378, 23718, 10705, -2916, 282, 35,
389, -1789, 2235, 23641, 10904, -2919, 271, 38, 385, -1754, 2095, 23561, 11103, -2920, 261, 40,
381, -1719, 1956, 23478, 11303, -2921, 249, 43, 377, -1684, 1819, 23393, 11502, -2920, 238, 45,
373, -1649, 1684, 23304, 11702, -2917, 225, 48, 369, -1615, 1551, 23212, 11902, -2914, 213, 51,
365, -1580, 1420, 23118, 12102, -2909, 200, 54, 361, -1545, 1291, 23020, 12302, -2902, 186, 57,
356, -1510, 1163, 22920, 12502, -2895, 173, 60, 352, -1475, 1038, 22817, 12702, -2885, 158, 63,
347, -1440, 915, 22711, 12901, -2875, 143, 66, 342, -1405, 793, 22602, 13101, -2863, 128, 69,
338, -1370, 674, 22491, 13300, -2849, 113, 73, 333, -1335, 557, 22377, 13499, -2834, 97, 76,
328, -1301, 441, 22260, 13698, -2817, 80, 80, 323, -1266, 328, 22141, 13896, -2799, 63, 83,
318, -1232, 217, 22019, 14094, -2779, 46, 87, 313, -1197, 107, 21894, 14291, -2758, 28, 91,
307, -1163, 0, 21767, 14488, -2735, 9, 95, 302, -1129, -105, 21637, 14684, -2710, -9, 98,
297, -1096, -208, 21506, 14879, -2684, -29, 102, 292, -1062, -310, 21371, 15074, -2656, -48, 106,
286, -1029, -409, 21234, 15268, -2626, -69, 111, 281, -996, -506, 21095, 15461, -2595, -89, 115,
276, -963, -601, 20954, 15654, -2562, -110, 119, 270, -930, -694, 20810, 15846, -2527, -132, 123,
265, -898, -785, 20664, 16036, -2490, -154, 128, 260, -866, -874, 20516, 16226, -2452, -176, 132,
254, -834, -961, 20366, 16415, -2411, -199, 137, 249, -803, -1046, 20213, 16602, -2369, -222, 141,
243, -771, -1129, 20059, 16789, -2326, -246, 146, 238, -740, -1209, 19902, 16974, -2280, -270, 151,
233, -710, -1288, 19744, 17158, -2232, -294, 156, 227, -680, -1365, 19583, 17341, -2183, -319, 160,
222, -650, -1440, 19421, 17523, -2132, -345, 165, 217, -620, -1513, 19257, 17703, -2079, -370, 170,
211, -591, -1583, 19091, 17882, -2023, -396, 175, 206, -562, -1652, 18923, 18059, -1966, -423, 180,
201, -533, -1719, 18754, 18235, -1907, -450, 185, 196, -505, -1784, 18582, 18410, -1847, -477, 191,
191, -477, -1847, 18410, 18582, -1784, -505, 196, 185, -450, -1907, 18235, 18754, -1719, -533, 201,
180, -423, -1966, 18059, 18923, -1652, -562, 206, 175, -396, -2023, 17882, 19091, -1583, -591, 211,
170, -370, -2079, 17703, 19257, -1513, -620, 217, 165, -345, -2132, 17523, 19421, -1440, -650, 222,
160, -319, -2183, 17341, 19583, -1365, -680, 227, 156, -294, -2232, 17158, 19744, -1288, -710, 233,
151, -270, -2280, 16974, 19902, -1209, -740, 238, 146, -246, -2326, 16789, 20059, -1129, -771, 243,
141, -222, -2369, 16602, 20213, -1046, -803, 249, 137, -199, -2411, 16415, 20366, -961, -834, 254,
132, -176, -2452, 16226, 20516, -874, -866, 260, 128, -154, -2490, 16036, 20664, -785, -898, 265,
123, -132, -2527, 15846, 20810, -694, -930, 270, 119, -110, -2562, 15654, 20954, -601, -963, 276,
115, -89, -2595, 15461, 21095, -506, -996, 281, 111, -69, -2626, 15268, 21234, -409, -1029, 286,
106, -48, -2656, 15074, 21371, -310, -1062, 292, 102, -29, -2684, 14879, 21506, -208, -1096, 297,
98, -9, -2710, 14684, 21637, -105, -1129, 302, 95, 9, -2735, 14488, 21767, 0, -1163, 307,
91, 28, -2758, 14291, 21894, 107, -1197, 313, 87, 46, -2779, 14094, 22019, 217, -1232, 318,
83, 63, -2799, 13896, 22141, 328, -1266, 323, 80, 80, -2817, 13698, 22260, 441, -1301, 328,
76, 97, -2834, 13499, 22377, 557, -1335, 333, 73, 113, -2849, 13300, 22491, 674, -1370, 338,
69, 128, -2863, 13101, 22602, 793, -1405, 342, 66, 143, -2875, 12901, 22711, 915, -1440, 347,
63, 158, -2885, 12702, 22817, 1038, -1475, 352, 60, 173, -2895, 12502, 22920, 1163, -1510, 356,
57, 186, -2902, 12302, 23020, 1291, -1545, 361, 54, 200, -2909, 12102, 23118, 1420, -1580, 365,
51, 213, -2914, 11902, 23212, 1551, -1615, 369, 48, 225, -2917, 11702, 23304, 1684, -1649, 373,
45, 238, -2920, 11502, 23393, 1819, -1684, 377, 43, 249, -2921, 11303, 23478, 1956, -1719, 381,
40, 261, -2920, 11103, 23561, 2095, -1754, 385, 38, 271, -2919, 10904, 23641, 2235, -1789, 389,
35, 282, -2916, 10705, 23718, 2378, -1823, 392, 33, 292, -2912, 10506, 23792, 2522, -1858, 395,
31, 301, -2907, 10308, 23863, 2668, -1892, 398, 29, 311, -2900, 10110, 23930, 2816, -1926, 402,
26, 319, -2893, 9912, 23995, 2966, -1960, 404, 24, 328, -2884, 9715, 24056, 3117, -1993, 407,
22, 336, -2874, 9519, 24115, 3270, -2027, 410, 21, 344, -2863, 9323, 24170, 3425, -2060, 412,
19, 351, -2851, 9127, 24222, 3582, -2093, 414, 17, 358, -2839, 8933, 24271, 3740, -2126, 416,
15, 364, -2825, 8739, 24316, 3900, -2158, 418, 14, 370, -2810, 8545, 24359, 4062, -2190, 419,
12, 376, -2794, 8353, 24398, 4225, -2221, 420, 11, 381, -2777, 8161, 24434, 4390, -2252, 421,
9, 386, -2759, 7970, 24467, 4556, -2283, 422, 8, 391, -2741, 7780, 24496, 4724, -2313, 423,
7, 395, -2721, 7591, 24523, 4893, -2343, 423, 6, 399, -2701, 7403, 24546, 5064, -2373, 423,
5, 403, -2680, 7216, 24565, 5236, -2402, 423, 4, 406, -2658, 7030, 24582, 5410, -2430, 423,
3, 409, -2635, 6846, 24595, 5585, -2458, 422, 2, 412, -2612, 6662, 24605, 5761, -2485, 421,
1, 415, -2588, 6479, 24611, 5939, -2512, 420, 0, 417, -2563, 6298, 24615, 6118, -2538, 418,
};
#endregion
private static float[] _normalCurveLut0F;
private static float[] _normalCurveLut1F;
private static float[] _normalCurveLut2F;
private static float[] _highCurveLut0F;
private static float[] _highCurveLut1F;
private static float[] _highCurveLut2F;
static ResamplerHelper()
{
_normalCurveLut0F = _normalCurveLut0.Select(x => x / 32768f).ToArray();
_normalCurveLut1F = _normalCurveLut1.Select(x => x / 32768f).ToArray();
_normalCurveLut2F = _normalCurveLut2.Select(x => x / 32768f).ToArray();
_highCurveLut0F = _highCurveLut0.Select(x => x / 32768f).ToArray();
_highCurveLut1F = _highCurveLut1.Select(x => x / 32768f).ToArray();
_highCurveLut2F = _highCurveLut2.Select(x => x / 32768f).ToArray();
}
private const int FixedPointPrecision = 15;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Resample(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount, SampleRateConversionQuality srcQuality, bool needPitch)
{
switch (srcQuality)
{
case SampleRateConversionQuality.Default:
ResampleDefaultQuality(outputBuffer, inputBuffer, ratio, ref fraction, sampleCount, needPitch);
break;
case SampleRateConversionQuality.Low:
ResampleLowQuality(outputBuffer, inputBuffer, ratio, ref fraction, sampleCount);
break;
case SampleRateConversionQuality.High:
ResampleHighQuality(outputBuffer, inputBuffer, ratio, ref fraction, sampleCount);
break;
default:
throw new NotImplementedException($"{srcQuality}");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static ReadOnlySpan<float> GetDefaultParameter(float ratio)
{
if (ratio <= 1.0f)
{
return _normalCurveLut1F;
}
else if (ratio > 1.333313f)
{
return _normalCurveLut0F;
}
return _normalCurveLut2F;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private unsafe static void ResampleDefaultQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount, bool needPitch)
{
ReadOnlySpan<float> parameters = GetDefaultParameter(ratio);
int inputBufferIndex = 0, i = 0;
// TODO: REV8 fast path (when needPitch == false the input index progression is constant + we need SIMD)
if (Sse41.IsSupported)
{
if (ratio == 1f)
{
fixed (short* pInput = inputBuffer)
{
fixed (float* pOutput = outputBuffer, pParameters = parameters)
{
Vector128<float> parameter = Sse.LoadVector128(pParameters);
for (; i < (sampleCount & ~3); i += 4)
{
Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + (uint)i);
Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 1);
Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 2);
Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 3);
Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
Vector128<float> mix0 = Sse.Multiply(input0, parameter);
Vector128<float> mix1 = Sse.Multiply(input1, parameter);
Vector128<float> mix2 = Sse.Multiply(input2, parameter);
Vector128<float> mix3 = Sse.Multiply(input3, parameter);
Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
}
}
}
inputBufferIndex = i;
}
else
{
fixed (short* pInput = inputBuffer)
{
fixed (float* pOutput = outputBuffer, pParameters = parameters)
{
for (; i < (sampleCount & ~3); i += 4)
{
uint baseIndex0 = (uint)(fraction * 128) * 4;
uint inputIndex0 = (uint)inputBufferIndex;
fraction += ratio;
uint baseIndex1 = ((uint)(fraction * 128) & 127) * 4;
uint inputIndex1 = (uint)inputBufferIndex + (uint)fraction;
fraction += ratio;
uint baseIndex2 = ((uint)(fraction * 128) & 127) * 4;
uint inputIndex2 = (uint)inputBufferIndex + (uint)fraction;
fraction += ratio;
uint baseIndex3 = ((uint)(fraction * 128) & 127) * 4;
uint inputIndex3 = (uint)inputBufferIndex + (uint)fraction;
fraction += ratio;
inputBufferIndex += (int)fraction;
// Only keep lower part (safe as fraction isn't supposed to be negative)
fraction -= (int)fraction;
Vector128<float> parameter0 = Sse.LoadVector128(pParameters + baseIndex0);
Vector128<float> parameter1 = Sse.LoadVector128(pParameters + baseIndex1);
Vector128<float> parameter2 = Sse.LoadVector128(pParameters + baseIndex2);
Vector128<float> parameter3 = Sse.LoadVector128(pParameters + baseIndex3);
Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + inputIndex0);
Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + inputIndex1);
Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + inputIndex2);
Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + inputIndex3);
Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
Vector128<float> mix0 = Sse.Multiply(input0, parameter0);
Vector128<float> mix1 = Sse.Multiply(input1, parameter1);
Vector128<float> mix2 = Sse.Multiply(input2, parameter2);
Vector128<float> mix3 = Sse.Multiply(input3, parameter3);
Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
}
}
}
}
}
for (; i < sampleCount; i++)
{
int baseIndex = (int)(fraction * 128) * 4;
ReadOnlySpan<float> parameter = parameters.Slice(baseIndex, 4);
ReadOnlySpan<short> currentInput = inputBuffer.Slice(inputBufferIndex, 4);
outputBuffer[i] = (float)Math.Round(currentInput[0] * parameter[0] +
currentInput[1] * parameter[1] +
currentInput[2] * parameter[2] +
currentInput[3] * parameter[3]);
fraction += ratio;
inputBufferIndex += (int)fraction;
// Only keep lower part (safe as fraction isn't supposed to be negative)
fraction -= (int)fraction;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static ReadOnlySpan<float> GetHighParameter(float ratio)
{
if (ratio <= 1.0f)
{
return _highCurveLut1F;
}
else if (ratio > 1.333313f)
{
return _highCurveLut0F;
}
return _highCurveLut2F;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void ResampleHighQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount)
{
ReadOnlySpan<float> parameters = GetHighParameter(ratio);
int inputBufferIndex = 0;
// TODO: fast path
for (int i = 0; i < sampleCount; i++)
{
int baseIndex = (int)(fraction * 128) * 8;
ReadOnlySpan<float> parameter = parameters.Slice(baseIndex, 8);
ReadOnlySpan<short> currentInput = inputBuffer.Slice(inputBufferIndex, 8);
outputBuffer[i] = (float)Math.Round(currentInput[0] * parameter[0] +
currentInput[1] * parameter[1] +
currentInput[2] * parameter[2] +
currentInput[3] * parameter[3] +
currentInput[4] * parameter[4] +
currentInput[5] * parameter[5] +
currentInput[6] * parameter[6] +
currentInput[7] * parameter[7]);
fraction += ratio;
inputBufferIndex += (int)MathF.Truncate(fraction);
fraction -= (int)fraction;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ResampleLowQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount)
{
int inputBufferIndex = 0;
for (int i = 0; i < sampleCount; i++)
{
int outputData = inputBuffer[inputBufferIndex];
if (fraction > 1.0f)
{
outputData = inputBuffer[inputBufferIndex + 1];
}
outputBuffer[i] = outputData;
fraction += ratio;
inputBufferIndex += (int)MathF.Truncate(fraction);
fraction -= (int)fraction;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ResampleForUpsampler(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float ratio, ref float fraction, int sampleCount)
{
// TODO: use a bandwidth filter to have better resampling.
int inputBufferIndex = 0;
for (int i = 0; i < sampleCount; i++)
{
float outputData = inputBuffer[inputBufferIndex];
if (fraction > 1.0f)
{
outputData = inputBuffer[inputBufferIndex + 1];
}
outputBuffer[i] = outputData;
fraction += ratio;
inputBufferIndex += (int)MathF.Truncate(fraction);
fraction -= (int)fraction;
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 6)]
public struct AdpcmLoopContext
{
public short PredScale;
public short History0;
public short History1;
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Memory;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x40)]
public struct AuxiliaryBufferHeader
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0xC)]
public struct AuxiliaryBufferInfo
{
private const uint ReadOffsetPosition = 0x0;
private const uint WriteOffsetPosition = 0x4;
public uint ReadOffset;
public uint WriteOffset;
private uint _reserved;
public static uint GetReadOffset(IVirtualMemoryManager manager, ulong bufferAddress)
{
return manager.Read<uint>(bufferAddress + ReadOffsetPosition);
}
public static uint GetWriteOffset(IVirtualMemoryManager manager, ulong bufferAddress)
{
return manager.Read<uint>(bufferAddress + WriteOffsetPosition);
}
public static void SetReadOffset(IVirtualMemoryManager manager, ulong bufferAddress, uint value)
{
manager.Write(bufferAddress + ReadOffsetPosition, value);
}
public static void SetWriteOffset(IVirtualMemoryManager manager, ulong bufferAddress, uint value)
{
manager.Write(bufferAddress + WriteOffsetPosition, value);
}
}
public AuxiliaryBufferInfo BufferInfo;
public unsafe fixed uint Unknown[13];
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
public struct BiquadFilterState
{
public float Z1;
public float Z2;
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class DelayState
{
public DelayLine[] DelayLines { get; }
public float[] LowPassZ { get; set; }
public float FeedbackGain { get; private set; }
public float DelayFeedbackBaseGain { get; private set; }
public float DelayFeedbackCrossGain { get; private set; }
public float LowPassFeedbackGain { get; private set; }
public float LowPassBaseGain { get; private set; }
private const int FixedPointPrecision = 14;
public DelayState(ref DelayParameter parameter, ulong workBuffer)
{
DelayLines = new DelayLine[parameter.ChannelCount];
LowPassZ = new float[parameter.ChannelCount];
uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
for (int i = 0; i < DelayLines.Length; i++)
{
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
DelayLines[i].SetDelay(parameter.DelayTime);
LowPassZ[0] = 0;
}
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref DelayParameter parameter)
{
FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
{
DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
}
else
{
DelayFeedbackCrossGain = channelSpread * FeedbackGain;
}
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class Reverb3dState
{
private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f };
private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f };
private readonly float[] EarlyDelayTimes = new float[20] { 0.017136f, 0.059154f, 0.16173f, 0.39019f, 0.42526f, 0.45541f, 0.68974f, 0.74591f, 0.83384f, 0.8595f, 0.0f, 0.075024f, 0.16879f, 0.2999f, 0.33744f, 0.3719f, 0.59901f, 0.71674f, 0.81786f, 0.85166f };
public readonly float[] EarlyGain = new float[20] { 0.67096f, 0.61027f, 1.0f, 0.35680f, 0.68361f, 0.65978f, 0.51939f, 0.24712f, 0.45945f, 0.45021f, 0.64196f, 0.54879f, 0.92925f, 0.38270f, 0.72867f, 0.69794f, 0.5464f, 0.24563f, 0.45214f, 0.44042f };
public IDelayLine[] FdnDelayLines { get; }
public DecayDelay[] DecayDelays1 { get; }
public DecayDelay[] DecayDelays2 { get; }
public IDelayLine PreDelayLine { get; }
public IDelayLine BackLeftDelayLine { get; }
public float DryGain { get; private set; }
public uint[] EarlyDelayTime { get; private set; }
public float PreviousPreDelayValue { get; set; }
public float PreviousPreDelayGain { get; private set; }
public float TargetPreDelayGain { get; private set; }
public float EarlyReflectionsGain { get; private set; }
public float LateReverbGain { get; private set; }
public uint ReflectionDelayTime { get; private set; }
public float EchoLateReverbDecay { get; private set; }
public float[] DecayDirectFdnGain { get; private set; }
public float[] DecayCurrentFdnGain { get; private set; }
public float[] DecayCurrentOutputGain { get; private set; }
public float[] PreviousFeedbackOutputDecayed { get; private set; }
public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
{
FdnDelayLines = new IDelayLine[4];
DecayDelays1 = new DecayDelay[4];
DecayDelays2 = new DecayDelay[4];
DecayDirectFdnGain = new float[4];
DecayCurrentFdnGain = new float[4];
DecayCurrentOutputGain = new float[4];
PreviousFeedbackOutputDecayed = new float[4];
uint sampleRate = parameter.SampleRate / 1000;
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
}
PreDelayLine = new DelayLine3d(sampleRate, 400);
BackLeftDelayLine = new DelayLine3d(sampleRate, 5);
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref Reverb3dParameter parameter)
{
uint sampleRate = parameter.SampleRate / 1000;
EarlyDelayTime = new uint[20];
DryGain = parameter.DryGain;
PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
PreviousPreDelayValue = 0;
EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);
float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);
if (highFrequencyRoomGain < 1.0f)
{
float tempA = 1.0f - highFrequencyRoomGain;
float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));
PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
TargetPreDelayGain = 1.0f - PreviousPreDelayGain;
}
else
{
PreviousPreDelayGain = 0.0f;
TargetPreDelayGain = 1.0f;
}
ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;
for (int i = 0; i < FdnDelayLines.Length; i++)
{
FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));
uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;
float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
float tempB = tempA / parameter.HfDecayRatio;
float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;
DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);
DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
}
for (int i = 0; i < EarlyDelayTime.Length; i++)
{
uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
EarlyDelayTime[i] = sampleCount;
}
}
}
}

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class ReverbState
{
private static readonly float[] FdnDelayTimes = new float[20]
{
// Room
53.953247f, 79.192566f, 116.238770f, 130.615295f,
// Hall
53.953247f, 79.192566f, 116.238770f, 170.615295f,
// Plate
5f, 10f, 5f, 10f,
// Cathedral
47.03f, 71f, 103f, 170f,
// Max delay (Hall is the one with the highest values so identical to Hall)
53.953247f, 79.192566f, 116.238770f, 170.615295f,
};
private static readonly float[] DecayDelayTimes = new float[20]
{
// Room
7f, 9f, 13f, 17f,
// Hall
7f, 9f, 13f, 17f,
// Plate (no decay)
1f, 1f, 1f, 1f,
// Cathedral
7f, 7f, 13f, 9f,
// Max delay (Hall is the one with the highest values so identical to Hall)
7f, 9f, 13f, 17f,
};
private static readonly float[] EarlyDelayTimes = new float[50]
{
// Room
0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
// Chamber
0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
// Hall
0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
// Cathedral
33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
// Disabled
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
private static readonly float[] EarlyGainBase = new float[50]
{
// Room
0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
// Chamber
0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
// Hall
0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
// Cathedral
0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
// Disabled
0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
};
private static readonly float[] PreDelayTimes = new float[5]
{
// Room
12.5f,
// Chamber
40.0f,
// Hall
50.0f,
// Cathedral
50.0f,
// Disabled
0.0f
};
public IDelayLine[] FdnDelayLines { get; }
public DecayDelay[] DecayDelays { get; }
public IDelayLine PreDelayLine { get; }
public IDelayLine BackLeftDelayLine { get; }
public uint[] EarlyDelayTime { get; }
public float[] EarlyGain { get; }
public uint PreDelayLineDelayTime { get; private set; }
public float[] HighFrequencyDecayDirectGain { get; }
public float[] HighFrequencyDecayPreviousGain { get; }
public float[] PreviousFeedbackOutput { get; }
public const int EarlyModeCount = 10;
private const int FixedPointPrecision = 14;
private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
{
return FdnDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
}
private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
{
return DecayDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
}
public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
{
FdnDelayLines = new IDelayLine[4];
DecayDelays = new DecayDelay[4];
EarlyDelayTime = new uint[EarlyModeCount];
EarlyGain = new float[EarlyModeCount];
HighFrequencyDecayDirectGain = new float[4];
HighFrequencyDecayPreviousGain = new float[4];
PreviousFeedbackOutput = new float[4];
ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
}
float preDelayTimeMax = 150.0f;
if (isLongSizePreDelaySupported)
{
preDelayTimeMax = 350.0f;
}
PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
BackLeftDelayLine = new DelayLine(sampleRate, 5.0f);
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref ReverbParameter parameter)
{
uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
for (int i = 0; i < 10; i++)
{
EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
EarlyGain[i] = EarlyGainBase[i] * earlyGain;
}
if (parameter.ChannelCount == 2)
{
EarlyGain[4] = EarlyGain[4] * 0.5f;
EarlyGain[5] = EarlyGain[5] * 0.5f;
}
PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
DecayDelays[i].SetDelay(decayDelayTimes[i]);
float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
float tempB = tempA / (decayTime * sampleRate);
float tempC;
float tempD;
if (highFrequencyDecayRatio < 0.995f)
{
float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
float tempF = 1.0f - tempE;
float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
tempC = (tempG - tempH) / (tempF * 2);
tempD = 1.0f - tempC;
}
else
{
// no high frequency decay ratio
tempC = 0.0f;
tempD = 1.0f;
}
HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
HighFrequencyDecayPreviousGain[i] = tempC;
PreviousFeedbackOutput[i] = 0.0f;
DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
}
}
}
}