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https://github.com/Ryujinx/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
91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using System;
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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 MixRampGroupedCommand : 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.MixRampGrouped;
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public uint EstimatedProcessingTime { get; set; }
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public uint MixBufferCount { get; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public float[] Volume0 { get; }
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public float[] Volume1 { get; }
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public Memory<VoiceUpdateState> State { get; }
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public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
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{
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Enabled = true;
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MixBufferCount = mixBufferCount;
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NodeId = nodeId;
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InputBufferIndices = new ushort[Constants.MixBufferCountMax];
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OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
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Volume0 = new float[Constants.MixBufferCountMax];
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Volume1 = new float[Constants.MixBufferCountMax];
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for (int i = 0; i < mixBufferCount; i++)
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{
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InputBufferIndices[i] = (ushort)inputBufferIndex;
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OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
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Volume0[i] = volume0[i];
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Volume1[i] = volume1[i];
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}
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State = state;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
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{
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float ramp = (volume1 - volume0) / sampleCount;
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float volume = volume0;
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float state = 0;
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for (int i = 0; i < sampleCount; i++)
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{
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state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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outputBuffer[i] += state;
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volume += ramp;
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}
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return state;
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}
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public void Process(CommandList context)
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{
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for (int i = 0; i < MixBufferCount; i++)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
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float volume0 = Volume0[i];
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float volume1 = Volume1[i];
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ref VoiceUpdateState state = ref State.Span[0];
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if (volume0 != 0 || volume1 != 0)
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{
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state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
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}
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else
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{
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state.LastSamples[i] = 0;
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}
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}
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}
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}
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} |