mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 18:31:22 -08:00
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).
272 lines
13 KiB
C#
272 lines
13 KiB
C#
//
|
|
// 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 Ryujinx.Audio.Renderer.Dsp.State;
|
|
using Ryujinx.Audio.Renderer.Parameter.Effect;
|
|
using Ryujinx.Audio.Renderer.Server.Effect;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
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, bool newEffectChannelMappingSupported)
|
|
{
|
|
Enabled = true;
|
|
IsEffectEnabled = isEnabled;
|
|
NodeId = nodeId;
|
|
_parameter = parameter;
|
|
State = state;
|
|
WorkBuffer = workBuffer;
|
|
|
|
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
|
|
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
|
|
|
|
for (int i = 0; i < Parameter.ChannelCount; i++)
|
|
{
|
|
InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
|
|
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
|
|
}
|
|
|
|
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
|
|
// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
|
|
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
|
|
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void ProcessReverb3dMono(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
|
|
{
|
|
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void ProcessReverb3dStereo(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
|
|
{
|
|
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void ProcessReverb3dQuadraphonic(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
|
|
{
|
|
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void ProcessReverb3dSurround(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
|
|
{
|
|
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
|
|
}
|
|
|
|
private unsafe void ProcessReverb3dGeneric(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
|
|
{
|
|
const int delayLineSampleIndexOffset = 1;
|
|
|
|
bool isMono = Parameter.ChannelCount == 1;
|
|
bool isSurround = Parameter.ChannelCount == 6;
|
|
|
|
Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
|
|
Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
|
|
Span<float> feedbackValues = stackalloc float[4];
|
|
Span<float> feedbackOutputValues = stackalloc float[4];
|
|
Span<float> values = stackalloc float[4];
|
|
|
|
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
|
|
{
|
|
outputValues.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] = *((float*)inputBuffers[channelIndex] + 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)
|
|
{
|
|
*((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
|
|
}
|
|
}
|
|
|
|
if (isMono)
|
|
{
|
|
*((float*)outputBuffers[0] + sampleIndex) += values[1];
|
|
}
|
|
|
|
if (isSurround)
|
|
{
|
|
*((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.FrontCenterDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ProcessReverb3d(CommandList context, ref Reverb3dState state)
|
|
{
|
|
Debug.Assert(Parameter.IsChannelCountValid());
|
|
|
|
if (IsEffectEnabled && Parameter.IsChannelCountValid())
|
|
{
|
|
Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
|
|
Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
|
|
|
|
for (int i = 0; i < Parameter.ChannelCount; i++)
|
|
{
|
|
inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
|
|
outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
|
|
}
|
|
|
|
switch (Parameter.ChannelCount)
|
|
{
|
|
case 1:
|
|
ProcessReverb3dMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
|
|
break;
|
|
case 2:
|
|
ProcessReverb3dStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
|
|
break;
|
|
case 4:
|
|
ProcessReverb3dQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
|
|
break;
|
|
case 6:
|
|
ProcessReverb3dSurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
|
|
break;
|
|
default:
|
|
throw new NotImplementedException(Parameter.ChannelCount.ToString());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < Parameter.ChannelCount; i++)
|
|
{
|
|
if (InputBufferIndices[i] != OutputBufferIndices[i])
|
|
{
|
|
context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[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, ref state);
|
|
}
|
|
}
|
|
}
|