f556c80d02
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
125 lines
4.2 KiB
C#
125 lines
4.2 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 System;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
using System.Runtime.Intrinsics;
|
|
using System.Runtime.Intrinsics.X86;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class MixCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.Mix;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public ushort InputBufferIndex { get; }
|
|
public ushort OutputBufferIndex { get; }
|
|
|
|
public float Volume { get; }
|
|
|
|
public MixCommand(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndex = (ushort)inputBufferIndex;
|
|
OutputBufferIndex = (ushort)outputBufferIndex;
|
|
|
|
Volume = volume;
|
|
}
|
|
|
|
private void ProcessMixAvx(Span<float> outputMix, ReadOnlySpan<float> inputMix)
|
|
{
|
|
Vector256<float> volumeVec = Vector256.Create(Volume);
|
|
|
|
ReadOnlySpan<Vector256<float>> inputVec = MemoryMarshal.Cast<float, Vector256<float>>(inputMix);
|
|
Span<Vector256<float>> outputVec = MemoryMarshal.Cast<float, Vector256<float>>(outputMix);
|
|
|
|
int sisdStart = inputVec.Length * 8;
|
|
|
|
for (int i = 0; i < inputVec.Length; i++)
|
|
{
|
|
outputVec[i] = Avx.Add(outputVec[i], Avx.Ceiling(Avx.Multiply(inputVec[i], volumeVec)));
|
|
}
|
|
|
|
for (int i = sisdStart; i < inputMix.Length; i++)
|
|
{
|
|
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
|
|
}
|
|
}
|
|
|
|
private void ProcessMixSse41(Span<float> outputMix, ReadOnlySpan<float> inputMix)
|
|
{
|
|
Vector128<float> volumeVec = Vector128.Create(Volume);
|
|
|
|
ReadOnlySpan<Vector128<float>> inputVec = MemoryMarshal.Cast<float, Vector128<float>>(inputMix);
|
|
Span<Vector128<float>> outputVec = MemoryMarshal.Cast<float, Vector128<float>>(outputMix);
|
|
|
|
int sisdStart = inputVec.Length * 4;
|
|
|
|
for (int i = 0; i < inputVec.Length; i++)
|
|
{
|
|
outputVec[i] = Sse.Add(outputVec[i], Sse41.Ceiling(Sse.Multiply(inputVec[i], volumeVec)));
|
|
}
|
|
|
|
for (int i = sisdStart; i < inputMix.Length; i++)
|
|
{
|
|
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void ProcessMixSlowPath(Span<float> outputMix, ReadOnlySpan<float> inputMix)
|
|
{
|
|
for (int i = 0; i < inputMix.Length; i++)
|
|
{
|
|
outputMix[i] += FloatingPointHelper.MultiplyRoundUp(inputMix[i], Volume);
|
|
}
|
|
}
|
|
|
|
private void ProcessMix(Span<float> outputMix, ReadOnlySpan<float> inputMix)
|
|
{
|
|
if (Avx.IsSupported)
|
|
{
|
|
ProcessMixAvx(outputMix, inputMix);
|
|
}
|
|
else if (Sse41.IsSupported)
|
|
{
|
|
ProcessMixSse41(outputMix, inputMix);
|
|
}
|
|
else
|
|
{
|
|
ProcessMixSlowPath(outputMix, inputMix);
|
|
}
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
|
|
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
|
|
|
|
ProcessMix(outputBuffer, inputBuffer);
|
|
}
|
|
}
|
|
}
|