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authorMary <me@thog.eu>2021-07-18 13:05:11 +0200
committerGitHub <noreply@github.com>2021-07-18 13:05:11 +0200
commitb8ad676fb8cbe0a43617df41daaf284ab4421c75 (patch)
tree743775369a175af0859f3e27e14e4ed4ce8b6877 /Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs
parent97a21332071aceeef6f5035178a3523177570448 (diff)
Amadeus: DSP code generation improvements (#2460)
This improve RyuJIT codegen drastically on the DSP side. This may reduce CPU usage of the DSP thread quite a lot.
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs')
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs4
1 files changed, 4 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs
index 217d51c9..4c66ff14 100644
--- a/Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/Command/VolumeCommand.cs
@@ -50,6 +50,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
Volume = volume;
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector256<float> volumeVec = Vector256.Create(Volume);
@@ -70,6 +71,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
@@ -90,6 +92,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolumeAdvSimd(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
Vector128<float> volumeVec = Vector128.Create(Volume);
@@ -110,6 +113,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
{
if (Avx.IsSupported)