mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-03 06:52:11 +01:00
3f4fb8f73a
This should implement all ABI changes from REV11 on 14.0.0 As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now. The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
296 lines
14 KiB
C#
296 lines
14 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class ReverbCommand : ICommand
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{
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private static readonly int[] OutputEarlyIndicesTableMono = new int[10] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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private static readonly int[] OutputIndicesTableMono = new int[4] { 0, 0, 0, 0 };
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private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[4] { 0, 1, 2, 3 };
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private static readonly int[] OutputEarlyIndicesTableStereo = new int[10] { 0, 0, 1, 1, 0, 1, 0, 0, 1, 1 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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private static readonly int[] OutputIndicesTableStereo = new int[4] { 0, 0, 1, 1 };
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private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[4] { 2, 0, 3, 1 };
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private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[10] { 0, 0, 1, 1, 0, 1, 2, 2, 3, 3 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[10] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
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private static readonly int[] OutputIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
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private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
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private static readonly int[] OutputEarlyIndicesTableSurround = new int[20] { 0, 5, 0, 5, 1, 5, 1, 5, 4, 5, 4, 5, 2, 5, 2, 5, 3, 5, 3, 5 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[20] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9 };
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private static readonly int[] OutputIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, 4, 5 };
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private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[Constants.ChannelCountMax] { 0, 1, 2, 3, -1, 3 };
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.Reverb;
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public ulong EstimatedProcessingTime { get; set; }
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public ReverbParameter Parameter => _parameter;
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public Memory<ReverbState> State { get; }
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public ulong WorkBuffer { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; }
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public bool IsLongSizePreDelaySupported { get; }
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public bool IsEffectEnabled { get; }
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private ReverbParameter _parameter;
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private const int FixedPointPrecision = 14;
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public ReverbCommand(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, ulong workBuffer, int nodeId, bool isLongSizePreDelaySupported, bool newEffectChannelMappingSupported)
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{
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Enabled = true;
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IsEffectEnabled = isEnabled;
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NodeId = nodeId;
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_parameter = parameter;
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State = state;
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WorkBuffer = workBuffer;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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IsLongSizePreDelaySupported = isLongSizePreDelaySupported;
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbMono(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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OutputEarlyIndicesTableMono,
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TargetEarlyDelayLineIndicesTableMono,
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TargetOutputFeedbackIndicesTableMono,
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OutputIndicesTableMono);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbStereo(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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OutputEarlyIndicesTableStereo,
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TargetEarlyDelayLineIndicesTableStereo,
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TargetOutputFeedbackIndicesTableStereo,
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OutputIndicesTableStereo);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbQuadraphonic(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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OutputEarlyIndicesTableQuadraphonic,
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TargetEarlyDelayLineIndicesTableQuadraphonic,
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TargetOutputFeedbackIndicesTableQuadraphonic,
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OutputIndicesTableQuadraphonic);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbSurround(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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OutputEarlyIndicesTableSurround,
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TargetEarlyDelayLineIndicesTableSurround,
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TargetOutputFeedbackIndicesTableSurround,
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OutputIndicesTableSurround);
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}
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private unsafe void ProcessReverbGeneric(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, ReadOnlySpan<int> outputIndicesTable)
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{
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bool isSurround = Parameter.ChannelCount == 6;
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float reverbGain = FixedPointHelper.ToFloat(Parameter.ReverbGain, FixedPointPrecision);
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float lateGain = FixedPointHelper.ToFloat(Parameter.LateGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
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Span<float> feedbackValues = stackalloc float[4];
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Span<float> feedbackOutputValues = stackalloc float[4];
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Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
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for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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outputValues.Fill(0);
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for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
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{
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int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[i];
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float tapOutput = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], 0);
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outputValues[outputIndex] += tapOutput * state.EarlyGain[earlyDelayIndex];
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}
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if (isSurround)
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{
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outputValues[5] *= 0.2f;
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}
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float targetPreDelayValue = 0;
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex) * 64;
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targetPreDelayValue += channelInput[channelIndex] * reverbGain;
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}
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state.PreDelayLine.Update(targetPreDelayValue);
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float lateValue = state.PreDelayLine.Tap(state.PreDelayLineDelayTime) * lateGain;
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for (int i = 0; i < state.FdnDelayLines.Length; i++)
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{
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feedbackOutputValues[i] = state.FdnDelayLines[i].Read() * state.HighFrequencyDecayDirectGain[i] + state.PreviousFeedbackOutput[i] * state.HighFrequencyDecayPreviousGain[i];
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state.PreviousFeedbackOutput[i] = feedbackOutputValues[i];
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}
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feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
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feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
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for (int i = 0; i < state.FdnDelayLines.Length; i++)
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{
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feedbackOutputValues[i] = state.DecayDelays[i].Update(feedbackValues[i] + lateValue);
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state.FdnDelayLines[i].Update(feedbackOutputValues[i]);
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}
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for (int i = 0; i < targetOutputFeedbackIndicesTable.Length; i++)
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{
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int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[i];
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int outputIndex = outputIndicesTable[i];
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if (targetOutputFeedbackIndex >= 0)
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{
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outputValues[outputIndex] += feedbackOutputValues[targetOutputFeedbackIndex];
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}
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}
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if (isSurround)
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{
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outputValues[4] += state.FrontCenterDelayLine.Update((feedbackOutputValues[2] - feedbackOutputValues[3]) * 0.5f);
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}
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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*((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] * outGain + channelInput[channelIndex] * dryGain) / 64;
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}
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}
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}
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private void ProcessReverb(CommandList context, ref ReverbState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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switch (Parameter.ChannelCount)
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{
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case 1:
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ProcessReverbMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 2:
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ProcessReverbStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessReverbQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessReverbSurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException(Parameter.ChannelCount.ToString());
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}
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}
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else
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{
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
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}
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}
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}
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}
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public void Process(CommandList context)
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{
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ref ReverbState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.Status == Server.Effect.UsageState.Invalid)
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{
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state = new ReverbState(ref _parameter, WorkBuffer, IsLongSizePreDelaySupported);
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}
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else if (Parameter.Status == Server.Effect.UsageState.New)
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{
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state.UpdateParameter(ref _parameter);
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}
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}
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ProcessReverb(context, ref state);
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}
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}
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}
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