From f556c80d0230056335632b60c71f1567e177239e Mon Sep 17 00:00:00 2001
From: Mary <me@thog.eu>
Date: Fri, 26 Feb 2021 01:11:56 +0100
Subject: 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
---
 Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs | 272 +++++++++++++++++++++
 1 file changed, 272 insertions(+)
 create mode 100644 Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs

(limited to 'Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs')

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);
+        }
+    }
+}
-- 
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