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-rw-r--r--Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs157
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs13
-rw-r--r--Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs71
-rw-r--r--Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs97
-rw-r--r--Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs45
-rw-r--r--Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs56
6 files changed, 368 insertions, 71 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs
index 8d416cc3..186efb6a 100644
--- a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs
@@ -18,8 +18,10 @@
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
+using Ryujinx.Audio.Renderer.Utils.Math;
using System;
using System.Diagnostics;
+using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
@@ -70,7 +72,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
}
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
{
float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
@@ -83,133 +85,148 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
float input = inputBuffer[i] * 64;
float delayLineValue = state.DelayLines[0].Read();
- float lowPassResult = (input * inGain + delayLineValue * feedbackGain) * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
+ float temp = input * inGain + delayLineValue * feedbackGain;
- state.LowPassZ[0] = lowPassResult;
-
- state.DelayLines[0].Update(lowPassResult);
+ state.UpdateLowPassFilter(ref temp, 1);
outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
}
}
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 2;
- Span<float> channelInput = stackalloc float[channelCount];
- Span<float> delayLineValues = stackalloc float[channelCount];
- Span<float> temp = stackalloc float[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);
+ Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain , delayFeedbackCrossGain,
+ delayFeedbackCrossGain, delayFeedbackBaseGain);
+
for (int i = 0; i < sampleCount; i++)
{
- for (int j = 0; j < channelCount; j++)
+ Vector2 channelInput = new Vector2
{
- channelInput[j] = *((float*)inputBuffers[j] + 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;
+ X = *((float*)inputBuffers[0] + i) * 64,
+ Y = *((float*)inputBuffers[1] + i) * 64,
+ };
- for (int j = 0; j < channelCount; j++)
+ Vector2 delayLineValues = new Vector2()
{
- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
+ X = state.DelayLines[0].Read(),
+ Y = state.DelayLines[1].Read(),
+ };
- state.LowPassZ[j] = lowPassResult;
- state.DelayLines[j].Update(lowPassResult);
+ Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
- }
+ state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
+
+ *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
+ *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
}
}
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 4;
- Span<float> channelInput = stackalloc float[channelCount];
- Span<float> delayLineValues = stackalloc float[channelCount];
- Span<float> temp = stackalloc float[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);
+ Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
+ delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain,
+ delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain,
+ 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
+
+
for (int i = 0; i < sampleCount; i++)
{
- for (int j = 0; j < channelCount; j++)
+ Vector4 channelInput = new Vector4
{
- channelInput[j] = *((float*)inputBuffers[j] + 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;
+ X = *((float*)inputBuffers[0] + i) * 64,
+ Y = *((float*)inputBuffers[1] + i) * 64,
+ Z = *((float*)inputBuffers[2] + i) * 64,
+ W = *((float*)inputBuffers[3] + i) * 64
+ };
- for (int j = 0; j < channelCount; j++)
+ Vector4 delayLineValues = new Vector4()
{
- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
-
- state.LowPassZ[j] = lowPassResult;
- state.DelayLines[j].Update(lowPassResult);
-
- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
- }
+ X = state.DelayLines[0].Read(),
+ Y = state.DelayLines[1].Read(),
+ Z = state.DelayLines[2].Read(),
+ W = state.DelayLines[3].Read()
+ };
+
+ Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
+
+ state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
+
+ *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
+ *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
+ *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
+ *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
}
}
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 6;
- Span<float> channelInput = stackalloc float[channelCount];
- Span<float> delayLineValues = stackalloc float[channelCount];
- Span<float> temp = stackalloc float[channelCount];
-
+ float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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);
+ Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain , 0.0f , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain,
+ 0.0f , delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f ,
+ delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, 0.0f , 0.0f ,
+ 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , 0.0f ,
+ delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , 0.0f , delayFeedbackBaseGain , 0.0f ,
+ 0.0f , 0.0f , 0.0f , 0.0f , 0.0f , feedbackGain);
+
for (int i = 0; i < sampleCount; i++)
{
- for (int j = 0; j < channelCount; j++)
+ Vector6 channelInput = new Vector6
{
- channelInput[j] = *((float*)inputBuffers[j] + 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 < channelCount; j++)
+ X = *((float*)inputBuffers[0] + i) * 64,
+ Y = *((float*)inputBuffers[1] + i) * 64,
+ Z = *((float*)inputBuffers[2] + i) * 64,
+ W = *((float*)inputBuffers[3] + i) * 64,
+ V = *((float*)inputBuffers[4] + i) * 64,
+ U = *((float*)inputBuffers[5] + i) * 64
+ };
+
+ Vector6 delayLineValues = new Vector6
{
- float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
-
- state.LowPassZ[j] = lowPassResult;
- state.DelayLines[j].Update(lowPassResult);
-
- *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
- }
+ X = state.DelayLines[0].Read(),
+ Y = state.DelayLines[1].Read(),
+ Z = state.DelayLines[2].Read(),
+ W = state.DelayLines[3].Read(),
+ V = state.DelayLines[4].Read(),
+ U = state.DelayLines[5].Read()
+ };
+
+ Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
+
+ state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
+
+ *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
+ *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
+ *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
+ *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
+ *((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64;
+ *((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64;
}
}
diff --git a/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs b/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs
index 7b694fb0..21ffbebd 100644
--- a/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs
@@ -17,6 +17,7 @@
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
+using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
@@ -43,7 +44,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
{
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
DelayLines[i].SetDelay(parameter.DelayTime);
- LowPassZ[0] = 0;
}
UpdateParameter(ref parameter);
@@ -69,5 +69,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
}
+
+ public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
+ {
+ for (int i = 0; i < channelCount; i++)
+ {
+ float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
+
+ LowPassZ[i] = lowPassResult;
+ DelayLines[i].Update(lowPassResult);
+ }
+ }
}
}
diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs b/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs
new file mode 100644
index 00000000..f25b1537
--- /dev/null
+++ b/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs
@@ -0,0 +1,71 @@
+namespace Ryujinx.Audio.Renderer.Utils.Math
+{
+ record struct Matrix2x2
+ {
+ public float M11;
+ public float M12;
+ public float M21;
+ public float M22;
+
+ public Matrix2x2(float m11, float m12,
+ float m21, float m22)
+ {
+ M11 = m11;
+ M12 = m12;
+
+ M21 = m21;
+ M22 = m22;
+ }
+
+ public static Matrix2x2 operator +(Matrix2x2 value1, Matrix2x2 value2)
+ {
+ Matrix2x2 m;
+
+ m.M11 = value1.M11 + value2.M11;
+ m.M12 = value1.M12 + value2.M12;
+ m.M21 = value1.M21 + value2.M21;
+ m.M22 = value1.M22 + value2.M22;
+
+ return m;
+ }
+
+ public static Matrix2x2 operator -(Matrix2x2 value1, float value2)
+ {
+ Matrix2x2 m;
+
+ m.M11 = value1.M11 - value2;
+ m.M12 = value1.M12 - value2;
+ m.M21 = value1.M21 - value2;
+ m.M22 = value1.M22 - value2;
+
+ return m;
+ }
+
+ public static Matrix2x2 operator *(Matrix2x2 value1, float value2)
+ {
+ Matrix2x2 m;
+
+ m.M11 = value1.M11 * value2;
+ m.M12 = value1.M12 * value2;
+ m.M21 = value1.M21 * value2;
+ m.M22 = value1.M22 * value2;
+
+ return m;
+ }
+
+ public static Matrix2x2 operator *(Matrix2x2 value1, Matrix2x2 value2)
+ {
+ Matrix2x2 m;
+
+ // First row
+ m.M11 = value1.M11 * value2.M11 + value1.M12 * value2.M21;
+ m.M12 = value1.M11 * value2.M12 + value1.M12 * value2.M22;
+
+ // Second row
+ m.M21 = value1.M21 * value2.M11 + value1.M22 * value2.M21;
+ m.M22 = value1.M21 * value2.M12 + value1.M22 * value2.M22;
+
+ return m;
+ }
+ }
+}
diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs b/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs
new file mode 100644
index 00000000..41e2fc84
--- /dev/null
+++ b/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs
@@ -0,0 +1,97 @@
+namespace Ryujinx.Audio.Renderer.Utils.Math
+{
+ record struct Matrix6x6
+ {
+ public float M11;
+ public float M12;
+ public float M13;
+ public float M14;
+ public float M15;
+ public float M16;
+
+ public float M21;
+ public float M22;
+ public float M23;
+ public float M24;
+ public float M25;
+ public float M26;
+
+ public float M31;
+ public float M32;
+ public float M33;
+ public float M34;
+ public float M35;
+ public float M36;
+
+ public float M41;
+ public float M42;
+ public float M43;
+ public float M44;
+ public float M45;
+ public float M46;
+
+ public float M51;
+ public float M52;
+ public float M53;
+ public float M54;
+ public float M55;
+ public float M56;
+
+ public float M61;
+ public float M62;
+ public float M63;
+ public float M64;
+ public float M65;
+ public float M66;
+
+ public Matrix6x6(float m11, float m12, float m13, float m14, float m15, float m16,
+ float m21, float m22, float m23, float m24, float m25, float m26,
+ float m31, float m32, float m33, float m34, float m35, float m36,
+ float m41, float m42, float m43, float m44, float m45, float m46,
+ float m51, float m52, float m53, float m54, float m55, float m56,
+ float m61, float m62, float m63, float m64, float m65, float m66)
+ {
+ M11 = m11;
+ M12 = m12;
+ M13 = m13;
+ M14 = m14;
+ M15 = m15;
+ M16 = m16;
+
+ M21 = m21;
+ M22 = m22;
+ M23 = m23;
+ M24 = m24;
+ M25 = m25;
+ M26 = m26;
+
+ M31 = m31;
+ M32 = m32;
+ M33 = m33;
+ M34 = m34;
+ M35 = m35;
+ M36 = m36;
+
+ M41 = m41;
+ M42 = m42;
+ M43 = m43;
+ M44 = m44;
+ M45 = m45;
+ M46 = m46;
+
+ M51 = m51;
+ M52 = m52;
+ M53 = m53;
+ M54 = m54;
+ M55 = m55;
+ M56 = m56;
+
+ M61 = m61;
+ M62 = m62;
+ M63 = m63;
+ M64 = m64;
+ M65 = m65;
+ M66 = m66;
+ }
+ }
+}
diff --git a/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs b/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs
new file mode 100644
index 00000000..3fbffa94
--- /dev/null
+++ b/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs
@@ -0,0 +1,45 @@
+using Ryujinx.Audio.Renderer.Utils.Math;
+using System.Numerics;
+using System.Runtime.CompilerServices;
+
+namespace Ryujinx.Audio.Renderer.Dsp
+{
+ static class MatrixHelper
+ {
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector6 Transform(ref Vector6 value1, ref Matrix6x6 value2)
+ {
+ return new Vector6
+ {
+ X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W + value2.M15 * value1.V + value2.M16 * value1.U,
+ Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W + value2.M25 * value1.V + value2.M26 * value1.U,
+ Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W + value2.M35 * value1.V + value2.M36 * value1.U,
+ W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W + value2.M45 * value1.V + value2.M46 * value1.U,
+ V = value2.M51 * value1.X + value2.M52 * value1.Y + value2.M53 * value1.Z + value2.M54 * value1.W + value2.M55 * value1.V + value2.M56 * value1.U,
+ U = value2.M61 * value1.X + value2.M62 * value1.Y + value2.M63 * value1.Z + value2.M64 * value1.W + value2.M65 * value1.V + value2.M66 * value1.U,
+ };
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector4 Transform(ref Vector4 value1, ref Matrix4x4 value2)
+ {
+ return new Vector4
+ {
+ X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W,
+ Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W,
+ Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W,
+ W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W
+ };
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector2 Transform(ref Vector2 value1, ref Matrix2x2 value2)
+ {
+ return new Vector2
+ {
+ X = value2.M11 * value1.X + value2.M12 * value1.Y,
+ Y = value2.M21 * value1.X + value2.M22 * value1.Y,
+ };
+ }
+ }
+}
diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs b/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs
new file mode 100644
index 00000000..b2cd481b
--- /dev/null
+++ b/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs
@@ -0,0 +1,56 @@
+using System.Runtime.CompilerServices;
+
+namespace Ryujinx.Audio.Renderer.Utils.Math
+{
+ record struct Vector6
+ {
+ public float X;
+ public float Y;
+ public float Z;
+ public float W;
+ public float V;
+ public float U;
+
+ public Vector6(float value) : this(value, value, value, value, value, value)
+ {
+ }
+
+ public Vector6(float x, float y, float z, float w, float v, float u)
+ {
+ X = x;
+ Y = y;
+ Z = z;
+ W = w;
+ V = v;
+ U = u;
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector6 operator +(Vector6 left, Vector6 right)
+ {
+ return new Vector6(left.X + right.X,
+ left.Y + right.Y,
+ left.Z + right.Z,
+ left.W + right.W,
+ left.V + right.V,
+ left.U + right.U);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector6 operator *(Vector6 left, Vector6 right)
+ {
+ return new Vector6(left.X * right.X,
+ left.Y * right.Y,
+ left.Z * right.Z,
+ left.W * right.W,
+ left.V * right.V,
+ left.U * right.U);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static Vector6 operator *(Vector6 left, float right)
+ {
+ return left * new Vector6(right);
+ }
+ }
+}