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Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs')
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs157
1 files changed, 87 insertions, 70 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;
}
}