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https://github.com/ryujinx-mirror/ryujinx.git
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b8ad676fb8
This improve RyuJIT codegen drastically on the DSP side. This may reduce CPU usage of the DSP thread quite a lot.
111 lines
3.3 KiB
C#
111 lines
3.3 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 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 DepopForMixBuffersCommand : 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.DepopForMixBuffers;
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public ulong EstimatedProcessingTime { get; set; }
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public uint MixBufferOffset { get; }
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public uint MixBufferCount { get; }
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public float Decay { get; }
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public Memory<float> DepopBuffer { get; }
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public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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{
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Enabled = true;
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NodeId = nodeId;
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MixBufferOffset = bufferOffset;
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MixBufferCount = mixBufferCount;
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DepopBuffer = depopBuffer;
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if (sampleRate == 48000)
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{
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Decay = 0.962189f;
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}
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else // if (sampleRate == 32000)
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{
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Decay = 0.943695f;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe float ProcessDepopMix(float* buffer, float depopValue, uint sampleCount)
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{
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if (depopValue < 0)
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{
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depopValue = -depopValue;
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for (int i = 0; i < sampleCount; i++)
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{
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depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
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buffer[i] -= depopValue;
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}
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return -depopValue;
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}
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else
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{
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for (int i = 0; i < sampleCount; i++)
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{
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depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
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buffer[i] += depopValue;
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}
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return depopValue;
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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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Span<float> depopBuffer = DepopBuffer.Span;
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uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
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for (int i = (int)MixBufferOffset; i < bufferCount; i++)
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{
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float depopValue = depopBuffer[i];
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if (depopValue != 0)
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{
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unsafe
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{
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float* buffer = (float*)context.GetBufferPointer(i);
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depopBuffer[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
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}
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}
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}
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}
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}
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}
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