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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/FloatingPointHelper.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/FloatingPointHelper.cs')
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs84
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diff --git a/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
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+++ b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
@@ -0,0 +1,84 @@
+//
+// 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;
+
+namespace Ryujinx.Audio.Renderer.Dsp
+{
+ public static class FloatingPointHelper
+ {
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float MultiplyRoundDown(float a, float b)
+ {
+ return RoundDown(a * b);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float RoundDown(float a)
+ {
+ return MathF.Round(a, 0);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float RoundUp(float a)
+ {
+ return MathF.Round(a);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float MultiplyRoundUp(float a, float b)
+ {
+ return RoundUp(a * b);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float Pow10(float x)
+ {
+ // NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
+ // As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
+ if (x >= 0.0f)
+ {
+ return 1.0f;
+ }
+ else if (x <= -5.3f)
+ {
+ return 0.0f;
+ }
+
+ return MathF.Pow(10, x);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float DegreesToRadians(float degrees)
+ {
+ return degrees * MathF.PI / 180.0f;
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float Cos(float value)
+ {
+ return MathF.Cos(DegreesToRadians(value));
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float Sin(float value)
+ {
+ return MathF.Sin(DegreesToRadians(value));
+ }
+ }
+}