RyuKen/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs

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//
// 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 Ryujinx.Audio.Renderer.Utils.Math;
using System;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
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, bool newEffectChannelMappingSupported)
{
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]);
}
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update delay processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
}
[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);
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 temp = input * inGain + delayLineValue * feedbackGain;
state.UpdateLowPassFilter(ref temp, 1);
outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 2;
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++)
{
Vector2 channelInput = new Vector2
{
X = *((float*)inputBuffers[0] + i) * 64,
Y = *((float*)inputBuffers[1] + i) * 64,
};
Vector2 delayLineValues = new Vector2()
{
X = state.DelayLines[0].Read(),
Y = state.DelayLines[1].Read(),
};
Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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 | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 4;
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++)
{
Vector4 channelInput = new Vector4
{
X = *((float*)inputBuffers[0] + i) * 64,
Y = *((float*)inputBuffers[1] + i) * 64,
Z = *((float*)inputBuffers[2] + i) * 64,
W = *((float*)inputBuffers[3] + i) * 64
};
Vector4 delayLineValues = new Vector4()
{
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 | MethodImplOptions.AggressiveOptimization)]
private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
const ushort channelCount = 6;
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++)
{
Vector6 channelInput = new Vector6
{
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
{
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;
}
}
private unsafe void ProcessDelay(CommandList context, ref DelayState state)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessDelayMono(ref state, (float*)outputBuffers[0], (float*)inputBuffers[0], context.SampleCount);
break;
case 2:
ProcessDelayStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessDelayQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessDelaySurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException(Parameter.ChannelCount.ToString());
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[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, ref state);
}
}
}