mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-30 05:22:08 +01:00
270 lines
13 KiB
C#
270 lines
13 KiB
C#
|
//
|
||
|
// Copyright (c) 2019-2020 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)
|
||
|
{
|
||
|
const int delayLineSampleIndexOffset = -1;
|
||
|
|
||
|
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono, delayLineSampleIndexOffset);
|
||
|
}
|
||
|
|
||
|
private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
|
||
|
{
|
||
|
const int delayLineSampleIndexOffset = 1;
|
||
|
|
||
|
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo, delayLineSampleIndexOffset);
|
||
|
}
|
||
|
|
||
|
private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
|
||
|
{
|
||
|
const int delayLineSampleIndexOffset = 1;
|
||
|
|
||
|
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic, delayLineSampleIndexOffset);
|
||
|
}
|
||
|
|
||
|
private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
|
||
|
{
|
||
|
const int delayLineSampleIndexOffset = 1;
|
||
|
|
||
|
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround, delayLineSampleIndexOffset);
|
||
|
}
|
||
|
|
||
|
private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, int delayLineSampleIndexOffset)
|
||
|
{
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|