Ryujinx/Ryujinx.Audio/Renderer/Dsp/BiquadFilterHelper.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

100 lines
4.7 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;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class BiquadFilterHelper
{
private const int FixedPointPrecisionForParameter = 14;
/// <summary>
/// Apply a single biquad filter.
/// </summary>
/// <remarks>This is implemented with a direct form 2.</remarks>
/// <param name="parameter">The biquad filter parameter</param>
/// <param name="state">The biquad filter state</param>
/// <param name="outputBuffer">The output buffer to write the result</param>
/// <param name="inputBuffer">The input buffer to write the result</param>
/// <param name="sampleCount">The count of samples to process</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ProcessBiquadFilter(ref BiquadFilterParameter parameter, ref BiquadFilterState state, Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
float a0 = FixedPointHelper.ToFloat(parameter.Numerator[0], FixedPointPrecisionForParameter);
float a1 = FixedPointHelper.ToFloat(parameter.Numerator[1], FixedPointPrecisionForParameter);
float a2 = FixedPointHelper.ToFloat(parameter.Numerator[2], FixedPointPrecisionForParameter);
float b1 = FixedPointHelper.ToFloat(parameter.Denominator[0], FixedPointPrecisionForParameter);
float b2 = FixedPointHelper.ToFloat(parameter.Denominator[1], FixedPointPrecisionForParameter);
for (int i = 0; i < sampleCount; i++)
{
float input = inputBuffer[i];
float output = input * a0 + state.State0;
state.State0 = input * a1 + output * b1 + state.State1;
state.State1 = input * a2 + output * b2;
outputBuffer[i] = output;
}
}
/// <summary>
/// Apply multiple biquad filter.
/// </summary>
/// <remarks>This is implemented with a direct form 1.</remarks>
/// <param name="parameters">The biquad filter parameter</param>
/// <param name="states">The biquad filter state</param>
/// <param name="outputBuffer">The output buffer to write the result</param>
/// <param name="inputBuffer">The input buffer to write the result</param>
/// <param name="sampleCount">The count of samples to process</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ProcessBiquadFilter(ReadOnlySpan<BiquadFilterParameter> parameters, Span<BiquadFilterState> states, Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
{
for (int stageIndex = 0; stageIndex < parameters.Length; stageIndex++)
{
BiquadFilterParameter parameter = parameters[stageIndex];
ref BiquadFilterState state = ref states[stageIndex];
float a0 = FixedPointHelper.ToFloat(parameter.Numerator[0], FixedPointPrecisionForParameter);
float a1 = FixedPointHelper.ToFloat(parameter.Numerator[1], FixedPointPrecisionForParameter);
float a2 = FixedPointHelper.ToFloat(parameter.Numerator[2], FixedPointPrecisionForParameter);
float b1 = FixedPointHelper.ToFloat(parameter.Denominator[0], FixedPointPrecisionForParameter);
float b2 = FixedPointHelper.ToFloat(parameter.Denominator[1], FixedPointPrecisionForParameter);
for (int i = 0; i < sampleCount; i++)
{
float input = inputBuffer[i];
float output = input * a0 + state.State0 * a1 + state.State1 * a2 + state.State2 * b1 + state.State3 * b2;
state.State1 = state.State0;
state.State0 = input;
state.State3 = state.State2;
state.State2 = output;
outputBuffer[i] = output;
}
}
}
}
}