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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff)
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
Diffstat (limited to 'Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs263
1 files changed, 0 insertions, 263 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs
deleted file mode 100644
index c1527758..00000000
--- a/Ryujinx.Audio.Renderer/Dsp/Command/Reverb3dCommand.cs
+++ /dev/null
@@ -1,263 +0,0 @@
-//
-// 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 Reverb3dCommand : ICommand
- {
- private static readonly int[] OutputEarlyIndicesTableMono = new int[20] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
-
- private static readonly int[] OutputEarlyIndicesTableStereo = new int[20] { 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
-
- private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[20] { 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 3, 3, 3 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
-
- private static readonly int[] OutputEarlyIndicesTableSurround = new int[40] { 4, 5, 0, 5, 0, 5, 1, 5, 1, 5, 1, 5, 1, 5, 2, 5, 2, 5, 2, 5, 1, 5, 1, 5, 1, 5, 0, 5, 0, 5, 0, 5, 0, 5, 3, 5, 3, 5, 3, 5 };
- private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[40] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19 };
- private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
-
- public bool Enabled { get; set; }
-
- public int NodeId { get; }
-
- public CommandType CommandType => CommandType.Reverb3d;
-
- public ulong EstimatedProcessingTime { get; set; }
-
- public ushort InputBufferIndex { get; }
- public ushort OutputBufferIndex { get; }
-
- public Reverb3dParameter Parameter => _parameter;
- public Memory<Reverb3dState> State { get; }
- public ulong WorkBuffer { get; }
- public ushort[] OutputBufferIndices { get; }
- public ushort[] InputBufferIndices { get; }
-
- public bool IsEffectEnabled { get; }
-
- private Reverb3dParameter _parameter;
-
- public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId)
- {
- Enabled = true;
- IsEffectEnabled = isEnabled;
- NodeId = nodeId;
- _parameter = parameter;
- State = state;
- WorkBuffer = workBuffer;
-
- InputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];
- OutputBufferIndices = new ushort[RendererConstants.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 ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
- }
-
- private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
- }
-
- private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
- }
-
- private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
- {
- ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
- }
-
- private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
- {
- const int delayLineSampleIndexOffset = 1;
-
- ref Reverb3dState state = ref State.Span[0];
-
- bool isMono = Parameter.ChannelCount == 1;
- bool isSurround = Parameter.ChannelCount == 6;
-
- float[] outputValues = new float[RendererConstants.ChannelCountMax];
- float[] channelInput = new float[Parameter.ChannelCount];
- float[] feedbackValues = new float[4];
- float[] feedbackOutputValues = new float[4];
- float[] values = new float[4];
-
- for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
- {
- outputValues.AsSpan().Fill(0);
-
- float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
-
- for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
- {
- int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
- int outputIndex = outputEarlyIndicesTable[i];
-
- float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
-
- outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
- }
-
- float targetPreDelayValue = 0;
-
- for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
- {
- channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
- targetPreDelayValue += channelInput[channelIndex];
- }
-
- for (int i = 0; i < Parameter.ChannelCount; i++)
- {
- outputValues[i] *= state.EarlyReflectionsGain;
- }
-
- state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
-
- state.PreDelayLine.Update(state.PreviousPreDelayValue);
-
- for (int i = 0; i < state.FdnDelayLines.Length; i++)
- {
- float fdnValue = state.FdnDelayLines[i].Read();
-
- float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
-
- state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
-
- feedbackOutputValues[i] = feedbackOutputValue;
- }
-
- feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
- feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
- feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
- feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
-
- for (int i = 0; i < state.DecayDelays1.Length; i++)
- {
- float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
-
- values[i] = state.DecayDelays2[i].Update(temp);
-
- state.FdnDelayLines[i].Update(values[i]);
- }
-
- for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
- {
- int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
-
- if (targetOutputFeedbackIndex >= 0)
- {
- outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
- }
- }
-
- if (isMono)
- {
- outputBuffers[0].Span[sampleIndex] += values[1];
- }
-
- if (isSurround)
- {
- outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
- }
- }
- }
-
- public void ProcessReverb3d(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:
- ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 2:
- ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 4:
- ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
- break;
- case 6:
- ProcessReverb3dSurround(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 Reverb3dState state = ref State.Span[0];
-
- if (IsEffectEnabled)
- {
- if (Parameter.ParameterStatus == UsageState.Invalid)
- {
- state = new Reverb3dState(ref _parameter, WorkBuffer);
- }
- else if (Parameter.ParameterStatus == UsageState.New)
- {
- state.UpdateParameter(ref _parameter);
- }
- }
-
- ProcessReverb3d(context);
- }
- }
-}