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Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs
Mary b8ad676fb8
Amadeus: DSP code generation improvements (#2460)
This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
2021-07-18 13:05:11 +02:00

159 lines
6.2 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 System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class LimiterCommandVersion1 : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.LimiterVersion1;
public ulong EstimatedProcessingTime { get; set; }
public LimiterParameter Parameter => _parameter;
public Memory<LimiterState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsEffectEnabled { get; }
private LimiterParameter _parameter;
public LimiterCommandVersion1(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, bool isEnabled, ulong workBuffer, int nodeId)
{
Enabled = true;
NodeId = nodeId;
_parameter = parameter;
State = state;
WorkBuffer = workBuffer;
IsEffectEnabled = isEnabled;
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]);
}
}
public void Process(CommandList context)
{
ref LimiterState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.Status == Server.Effect.UsageState.Invalid)
{
state = new LimiterState(ref _parameter, WorkBuffer);
}
else if (Parameter.Status == Server.Effect.UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessLimiter(context, ref state);
}
private unsafe void ProcessLimiter(CommandList context, ref LimiterState 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]);
}
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
{
float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
float inputCoefficient = Parameter.ReleaseCoefficient;
if (sampleInputMax > state.DectectorAverage[channelIndex])
{
inputCoefficient = Parameter.AttackCoefficient;
}
state.DectectorAverage[channelIndex] += inputCoefficient * (sampleInputMax - state.DectectorAverage[channelIndex]);
float attenuation = 1.0f;
if (state.DectectorAverage[channelIndex] > Parameter.Threshold)
{
attenuation = Parameter.Threshold / state.DectectorAverage[channelIndex];
}
float outputCoefficient = Parameter.ReleaseCoefficient;
if (state.CompressionGain[channelIndex] > attenuation)
{
outputCoefficient = Parameter.AttackCoefficient;
}
state.CompressionGain[channelIndex] += outputCoefficient * (attenuation - state.CompressionGain[channelIndex]);
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
delayedSample = inputSample;
state.DelayedSampleBufferPosition[channelIndex]++;
while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
{
state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
}
}
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
}
}
}
}
}
}