diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs index 8d416cc32..186efb6a3 100644 --- a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs +++ b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs @@ -18,8 +18,10 @@ using Ryujinx.Audio.Renderer.Dsp.State; using Ryujinx.Audio.Renderer.Parameter.Effect; using Ryujinx.Audio.Renderer.Server.Effect; +using Ryujinx.Audio.Renderer.Utils.Math; using System; using System.Diagnostics; +using System.Numerics; using System.Runtime.CompilerServices; namespace Ryujinx.Audio.Renderer.Dsp.Command @@ -70,7 +72,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices); } - [MethodImpl(MethodImplOptions.AggressiveInlining)] + [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount) { float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision); @@ -83,133 +85,148 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command float input = inputBuffer[i] * 64; float delayLineValue = state.DelayLines[0].Read(); - float lowPassResult = (input * inGain + delayLineValue * feedbackGain) * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain; + float temp = input * inGain + delayLineValue * feedbackGain; - state.LowPassZ[0] = lowPassResult; - - state.DelayLines[0].Update(lowPassResult); + state.UpdateLowPassFilter(ref temp, 1); outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64; } } - [MethodImpl(MethodImplOptions.AggressiveInlining)] + [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayStereo(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 2; - Span channelInput = stackalloc float[channelCount]; - Span delayLineValues = stackalloc float[channelCount]; - Span temp = stackalloc float[channelCount]; - float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); + Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain , delayFeedbackCrossGain, + delayFeedbackCrossGain, delayFeedbackBaseGain); + for (int i = 0; i < sampleCount; i++) { - for (int j = 0; j < channelCount; j++) + Vector2 channelInput = new Vector2 { - channelInput[j] = *((float*)inputBuffers[j] + i) * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } + X = *((float*)inputBuffers[0] + i) * 64, + Y = *((float*)inputBuffers[1] + i) * 64, + }; - temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - - for (int j = 0; j < channelCount; j++) + Vector2 delayLineValues = new Vector2() { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; + X = state.DelayLines[0].Read(), + Y = state.DelayLines[1].Read(), + }; - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); + Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; - *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } + state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); + + *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; + *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; } } - [MethodImpl(MethodImplOptions.AggressiveInlining)] + [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 4; - Span channelInput = stackalloc float[channelCount]; - Span delayLineValues = stackalloc float[channelCount]; - Span temp = stackalloc float[channelCount]; - float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); + Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, + delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, + delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, + 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain); + + for (int i = 0; i < sampleCount; i++) { - for (int j = 0; j < channelCount; j++) + Vector4 channelInput = new Vector4 { - channelInput[j] = *((float*)inputBuffers[j] + i) * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } + X = *((float*)inputBuffers[0] + i) * 64, + Y = *((float*)inputBuffers[1] + i) * 64, + Z = *((float*)inputBuffers[2] + i) * 64, + W = *((float*)inputBuffers[3] + i) * 64 + }; - temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain; - temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain; - - for (int j = 0; j < channelCount; j++) + Vector4 delayLineValues = new Vector4() { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; + X = state.DelayLines[0].Read(), + Y = state.DelayLines[1].Read(), + Z = state.DelayLines[2].Read(), + W = state.DelayLines[3].Read() + }; - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); + Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; + + state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); - *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } + *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; + *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; + *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64; + *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64; } } - [MethodImpl(MethodImplOptions.AggressiveInlining)] + [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelaySurround(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 6; - Span channelInput = stackalloc float[channelCount]; - Span delayLineValues = stackalloc float[channelCount]; - Span temp = stackalloc float[channelCount]; - + float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision); float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); + Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain , 0.0f , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, + 0.0f , delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , + delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, 0.0f , 0.0f , + 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , 0.0f , + delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , 0.0f , delayFeedbackBaseGain , 0.0f , + 0.0f , 0.0f , 0.0f , 0.0f , 0.0f , feedbackGain); + for (int i = 0; i < sampleCount; i++) { - for (int j = 0; j < channelCount; j++) + Vector6 channelInput = new Vector6 { - channelInput[j] = *((float*)inputBuffers[j] + i) * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } + X = *((float*)inputBuffers[0] + i) * 64, + Y = *((float*)inputBuffers[1] + i) * 64, + Z = *((float*)inputBuffers[2] + i) * 64, + W = *((float*)inputBuffers[3] + i) * 64, + V = *((float*)inputBuffers[4] + i) * 64, + U = *((float*)inputBuffers[5] + i) * 64 + }; - temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain; - temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain; - temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain; - temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain; - - for (int j = 0; j < channelCount; j++) + Vector6 delayLineValues = new Vector6 { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; + X = state.DelayLines[0].Read(), + Y = state.DelayLines[1].Read(), + Z = state.DelayLines[2].Read(), + W = state.DelayLines[3].Read(), + V = state.DelayLines[4].Read(), + U = state.DelayLines[5].Read() + }; - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); + Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; - *((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } + state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); + + *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; + *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; + *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64; + *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64; + *((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64; + *((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64; } } diff --git a/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs b/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs index 7b694fb0a..21ffbebd6 100644 --- a/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs +++ b/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs @@ -17,6 +17,7 @@ using Ryujinx.Audio.Renderer.Dsp.Effect; using Ryujinx.Audio.Renderer.Parameter.Effect; +using System.Runtime.CompilerServices; namespace Ryujinx.Audio.Renderer.Dsp.State { @@ -43,7 +44,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.State { DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax); DelayLines[i].SetDelay(parameter.DelayTime); - LowPassZ[0] = 0; } UpdateParameter(ref parameter); @@ -69,5 +69,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.State LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision); LowPassBaseGain = 1.0f - LowPassFeedbackGain; } + + public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount) + { + for (int i = 0; i < channelCount; i++) + { + float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain; + + LowPassZ[i] = lowPassResult; + DelayLines[i].Update(lowPassResult); + } + } } } diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs b/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs new file mode 100644 index 000000000..f25b15379 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs @@ -0,0 +1,71 @@ +namespace Ryujinx.Audio.Renderer.Utils.Math +{ + record struct Matrix2x2 + { + public float M11; + public float M12; + public float M21; + public float M22; + + public Matrix2x2(float m11, float m12, + float m21, float m22) + { + M11 = m11; + M12 = m12; + + M21 = m21; + M22 = m22; + } + + public static Matrix2x2 operator +(Matrix2x2 value1, Matrix2x2 value2) + { + Matrix2x2 m; + + m.M11 = value1.M11 + value2.M11; + m.M12 = value1.M12 + value2.M12; + m.M21 = value1.M21 + value2.M21; + m.M22 = value1.M22 + value2.M22; + + return m; + } + + public static Matrix2x2 operator -(Matrix2x2 value1, float value2) + { + Matrix2x2 m; + + m.M11 = value1.M11 - value2; + m.M12 = value1.M12 - value2; + m.M21 = value1.M21 - value2; + m.M22 = value1.M22 - value2; + + return m; + } + + public static Matrix2x2 operator *(Matrix2x2 value1, float value2) + { + Matrix2x2 m; + + m.M11 = value1.M11 * value2; + m.M12 = value1.M12 * value2; + m.M21 = value1.M21 * value2; + m.M22 = value1.M22 * value2; + + return m; + } + + public static Matrix2x2 operator *(Matrix2x2 value1, Matrix2x2 value2) + { + Matrix2x2 m; + + // First row + m.M11 = value1.M11 * value2.M11 + value1.M12 * value2.M21; + m.M12 = value1.M11 * value2.M12 + value1.M12 * value2.M22; + + // Second row + m.M21 = value1.M21 * value2.M11 + value1.M22 * value2.M21; + m.M22 = value1.M21 * value2.M12 + value1.M22 * value2.M22; + + return m; + } + } +} diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs b/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs new file mode 100644 index 000000000..41e2fc843 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs @@ -0,0 +1,97 @@ +namespace Ryujinx.Audio.Renderer.Utils.Math +{ + record struct Matrix6x6 + { + public float M11; + public float M12; + public float M13; + public float M14; + public float M15; + public float M16; + + public float M21; + public float M22; + public float M23; + public float M24; + public float M25; + public float M26; + + public float M31; + public float M32; + public float M33; + public float M34; + public float M35; + public float M36; + + public float M41; + public float M42; + public float M43; + public float M44; + public float M45; + public float M46; + + public float M51; + public float M52; + public float M53; + public float M54; + public float M55; + public float M56; + + public float M61; + public float M62; + public float M63; + public float M64; + public float M65; + public float M66; + + public Matrix6x6(float m11, float m12, float m13, float m14, float m15, float m16, + float m21, float m22, float m23, float m24, float m25, float m26, + float m31, float m32, float m33, float m34, float m35, float m36, + float m41, float m42, float m43, float m44, float m45, float m46, + float m51, float m52, float m53, float m54, float m55, float m56, + float m61, float m62, float m63, float m64, float m65, float m66) + { + M11 = m11; + M12 = m12; + M13 = m13; + M14 = m14; + M15 = m15; + M16 = m16; + + M21 = m21; + M22 = m22; + M23 = m23; + M24 = m24; + M25 = m25; + M26 = m26; + + M31 = m31; + M32 = m32; + M33 = m33; + M34 = m34; + M35 = m35; + M36 = m36; + + M41 = m41; + M42 = m42; + M43 = m43; + M44 = m44; + M45 = m45; + M46 = m46; + + M51 = m51; + M52 = m52; + M53 = m53; + M54 = m54; + M55 = m55; + M56 = m56; + + M61 = m61; + M62 = m62; + M63 = m63; + M64 = m64; + M65 = m65; + M66 = m66; + } + } +} diff --git a/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs b/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs new file mode 100644 index 000000000..3fbffa94e --- /dev/null +++ b/Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs @@ -0,0 +1,45 @@ +using Ryujinx.Audio.Renderer.Utils.Math; +using System.Numerics; +using System.Runtime.CompilerServices; + +namespace Ryujinx.Audio.Renderer.Dsp +{ + static class MatrixHelper + { + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector6 Transform(ref Vector6 value1, ref Matrix6x6 value2) + { + return new Vector6 + { + X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W + value2.M15 * value1.V + value2.M16 * value1.U, + Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W + value2.M25 * value1.V + value2.M26 * value1.U, + Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W + value2.M35 * value1.V + value2.M36 * value1.U, + W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W + value2.M45 * value1.V + value2.M46 * value1.U, + V = value2.M51 * value1.X + value2.M52 * value1.Y + value2.M53 * value1.Z + value2.M54 * value1.W + value2.M55 * value1.V + value2.M56 * value1.U, + U = value2.M61 * value1.X + value2.M62 * value1.Y + value2.M63 * value1.Z + value2.M64 * value1.W + value2.M65 * value1.V + value2.M66 * value1.U, + }; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector4 Transform(ref Vector4 value1, ref Matrix4x4 value2) + { + return new Vector4 + { + X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W, + Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W, + Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W, + W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W + }; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector2 Transform(ref Vector2 value1, ref Matrix2x2 value2) + { + return new Vector2 + { + X = value2.M11 * value1.X + value2.M12 * value1.Y, + Y = value2.M21 * value1.X + value2.M22 * value1.Y, + }; + } + } +} diff --git a/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs b/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs new file mode 100644 index 000000000..b2cd481b6 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs @@ -0,0 +1,56 @@ +using System.Runtime.CompilerServices; + +namespace Ryujinx.Audio.Renderer.Utils.Math +{ + record struct Vector6 + { + public float X; + public float Y; + public float Z; + public float W; + public float V; + public float U; + + public Vector6(float value) : this(value, value, value, value, value, value) + { + } + + public Vector6(float x, float y, float z, float w, float v, float u) + { + X = x; + Y = y; + Z = z; + W = w; + V = v; + U = u; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector6 operator +(Vector6 left, Vector6 right) + { + return new Vector6(left.X + right.X, + left.Y + right.Y, + left.Z + right.Z, + left.W + right.W, + left.V + right.V, + left.U + right.U); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector6 operator *(Vector6 left, Vector6 right) + { + return new Vector6(left.X * right.X, + left.Y * right.Y, + left.Z * right.Z, + left.W * right.W, + left.V * right.V, + left.U * right.U); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static Vector6 operator *(Vector6 left, float right) + { + return left * new Vector6(right); + } + } +}