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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/VolumeCommand.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/VolumeCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/VolumeCommand.cs125
1 files changed, 0 insertions, 125 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/VolumeCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/VolumeCommand.cs
deleted file mode 100644
index b58ae1f8..00000000
--- a/Ryujinx.Audio.Renderer/Dsp/Command/VolumeCommand.cs
+++ /dev/null
@@ -1,125 +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 System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-using System.Runtime.Intrinsics;
-using System.Runtime.Intrinsics.X86;
-
-namespace Ryujinx.Audio.Renderer.Dsp.Command
-{
- public class VolumeCommand : ICommand
- {
- public bool Enabled { get; set; }
-
- public int NodeId { get; }
-
- public CommandType CommandType => CommandType.Volume;
-
- public ulong EstimatedProcessingTime { get; set; }
-
- public ushort InputBufferIndex { get; }
- public ushort OutputBufferIndex { get; }
-
- public float Volume { get; }
-
- public VolumeCommand(float volume, uint bufferIndex, int nodeId)
- {
- Enabled = true;
- NodeId = nodeId;
-
- InputBufferIndex = (ushort)bufferIndex;
- OutputBufferIndex = (ushort)bufferIndex;
-
- Volume = volume;
- }
-
- private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
- {
- Vector256<float> volumeVec = Vector256.Create(Volume);
-
- ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputBuffer);
- Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputBuffer);
-
- int sisdStart = inputVec.Length * 8;
-
- for (int i = 0; i < inputVec.Length; i++)
- {
- outputVec[i] = Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec));
- }
-
- for (int i = sisdStart; i < inputBuffer.Length; i++)
- {
- outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
- }
- }
-
- private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
- {
- Vector128<float> volumeVec = Vector128.Create(Volume);
-
- ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
- Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
-
- int sisdStart = inputVec.Length * 4;
-
- for (int i = 0; i < inputVec.Length; i++)
- {
- outputVec[i] = Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec));
- }
-
- for (int i = sisdStart; i < inputBuffer.Length; i++)
- {
- outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
- }
- }
-
- private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
- {
- if (Avx.IsSupported)
- {
- ProcessVolumeAvx(outputBuffer, inputBuffer);
- }
- else if (Sse41.IsSupported)
- {
- ProcessVolumeSse41(outputBuffer, inputBuffer);
- }
- else
- {
- ProcessVolumeSlowPath(outputBuffer, inputBuffer);
- }
- }
-
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private void ProcessVolumeSlowPath(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
- {
- for (int i = 0; i < outputBuffer.Length; i++)
- {
- outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
- }
- }
-
- public void Process(CommandList context)
- {
- ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
- Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
-
- ProcessVolume(outputBuffer, inputBuffer);
- }
- }
-}