Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/GroupedBiquadFilterCommand.cs
Mary e17eb7bfaf
amadeus: Update to REV10 (#2654)
* amadeus: Update to REV10

This implements all the changes made with REV10 on 13.0.0.

* Address Ack's comment

* Address gdkchan's comment
2021-09-19 12:29:19 +02:00

80 lines
3.1 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;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class GroupedBiquadFilterCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.GroupedBiquadFilter;
public ulong EstimatedProcessingTime { get; set; }
private BiquadFilterParameter[] _parameters;
private Memory<BiquadFilterState> _biquadFilterStates;
private int _inputBufferIndex;
private int _outputBufferIndex;
private bool[] _isInitialized;
public GroupedBiquadFilterCommand(int baseIndex, ReadOnlySpan<BiquadFilterParameter> filters, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, ReadOnlySpan<bool> isInitialized, int nodeId)
{
_parameters = filters.ToArray();
_biquadFilterStates = biquadFilterStateMemory;
_inputBufferIndex = baseIndex + inputBufferOffset;
_outputBufferIndex = baseIndex + outputBufferOffset;
_isInitialized = isInitialized.ToArray();
Enabled = true;
NodeId = nodeId;
}
public void Process(CommandList context)
{
Span<BiquadFilterState> states = _biquadFilterStates.Span;
ReadOnlySpan<float> inputBuffer = context.GetBuffer(_inputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(_outputBufferIndex);
for (int i = 0; i < _parameters.Length; i++)
{
if (!_isInitialized[i])
{
states[i] = new BiquadFilterState();
}
}
// NOTE: Nintendo also implements a hot path for double biquad filters, but no generic path when the command definition suggests it could be done.
// As such we currently only implement a generic path for simplicity.
// TODO: Implement double biquad filters fast path.
if (_parameters.Length == 1)
{
BiquadFilterHelper.ProcessBiquadFilter(ref _parameters[0], ref states[0], outputBuffer, inputBuffer, context.SampleCount);
}
else
{
BiquadFilterHelper.ProcessBiquadFilter(_parameters, states, outputBuffer, inputBuffer, context.SampleCount);
}
}
}
}