diff options
author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs | |
parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff) |
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
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs')
-rw-r--r-- | Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs new file mode 100644 index 00000000..4ceebcf6 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs @@ -0,0 +1,272 @@ +// +// 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); + } + } +} |