mirror of
https://github.com/GreemDev/Ryujinx.git
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dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
137 lines
4.7 KiB
C#
137 lines
4.7 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.Arm;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class VolumeCommand : ICommand
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{
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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.Volume;
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public uint EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public float Volume { get; }
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public VolumeCommand(float volume, uint bufferIndex, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = (ushort)bufferIndex;
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OutputBufferIndex = (ushort)bufferIndex;
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Volume = volume;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeAvx(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
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{
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Vector256<float> volumeVec = Vector256.Create(Volume);
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ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputBuffer);
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Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputBuffer);
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int sisdStart = inputVec.Length * 8;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec));
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}
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for (int i = sisdStart; i < inputBuffer.Length; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeSse41(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
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{
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Vector128<float> volumeVec = Vector128.Create(Volume);
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ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
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Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
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int sisdStart = inputVec.Length * 4;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec));
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}
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for (int i = sisdStart; i < inputBuffer.Length; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeAdvSimd(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
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{
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Vector128<float> volumeVec = Vector128.Create(Volume);
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ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputBuffer);
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Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputBuffer);
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int sisdStart = inputVec.Length * 4;
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for (int i = 0; i < inputVec.Length; i++)
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{
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outputVec[i] = AdvSimd.Ceiling(AdvSimd.Multiply(inputVec[i], volumeVec));
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}
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for (int i = sisdStart; i < inputBuffer.Length; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolume(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
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{
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if (Avx.IsSupported)
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{
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ProcessVolumeAvx(outputBuffer, inputBuffer);
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}
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else if (Sse41.IsSupported)
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{
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ProcessVolumeSse41(outputBuffer, inputBuffer);
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}
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else if (AdvSimd.IsSupported)
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{
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ProcessVolumeAdvSimd(outputBuffer, inputBuffer);
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}
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else
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{
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ProcessVolumeSlowPath(outputBuffer, inputBuffer);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeSlowPath(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer)
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{
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for (int i = 0; i < outputBuffer.Length; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], Volume);
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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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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
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ProcessVolume(outputBuffer, inputBuffer);
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}
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}
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} |