Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

263 lines
12 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 Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class Reverb3dCommand : ICommand
{
private static readonly int[] OutputEarlyIndicesTableMono = new int[20] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
private static readonly int[] OutputEarlyIndicesTableStereo = new int[20] { 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1 };
private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[20] { 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 3, 3, 3 };
private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
private static readonly int[] OutputEarlyIndicesTableSurround = new int[40] { 4, 5, 0, 5, 0, 5, 1, 5, 1, 5, 1, 5, 1, 5, 2, 5, 2, 5, 2, 5, 1, 5, 1, 5, 1, 5, 0, 5, 0, 5, 0, 5, 0, 5, 3, 5, 3, 5, 3, 5 };
private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[40] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19 };
private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.Reverb3d;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public Reverb3dParameter Parameter => _parameter;
public Memory<Reverb3dState> State { get; }
public ulong WorkBuffer { get; }
public ushort[] OutputBufferIndices { get; }
public ushort[] InputBufferIndices { get; }
public bool IsEffectEnabled { get; }
private Reverb3dParameter _parameter;
public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId)
{
Enabled = true;
IsEffectEnabled = isEnabled;
NodeId = nodeId;
_parameter = parameter;
State = state;
WorkBuffer = workBuffer;
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]);
}
}
private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
}
private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
}
private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
}
private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
}
private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
{
const int delayLineSampleIndexOffset = 1;
ref Reverb3dState state = ref State.Span[0];
bool isMono = Parameter.ChannelCount == 1;
bool isSurround = Parameter.ChannelCount == 6;
float[] outputValues = new float[Constants.ChannelCountMax];
float[] channelInput = new float[Parameter.ChannelCount];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] values = new float[4];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().Fill(0);
float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i];
float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
}
float targetPreDelayValue = 0;
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
targetPreDelayValue += channelInput[channelIndex];
}
for (int i = 0; i < Parameter.ChannelCount; i++)
{
outputValues[i] *= state.EarlyReflectionsGain;
}
state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
state.PreDelayLine.Update(state.PreviousPreDelayValue);
for (int i = 0; i < state.FdnDelayLines.Length; i++)
{
float fdnValue = state.FdnDelayLines[i].Read();
float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
feedbackOutputValues[i] = feedbackOutputValue;
}
feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
for (int i = 0; i < state.DecayDelays1.Length; i++)
{
float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
values[i] = state.DecayDelays2[i].Update(temp);
state.FdnDelayLines[i].Update(values[i]);
}
for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
{
int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
if (targetOutputFeedbackIndex >= 0)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
}
}
if (isMono)
{
outputBuffers[0].Span[sampleIndex] += values[1];
}
if (isSurround)
{
outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
}
}
}
public void ProcessReverb3d(CommandList context)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
}
}
else
{
for (int i = 0; i < Parameter.ChannelCount; i++)
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
}
}
}
}
public void Process(CommandList context)
{
ref Reverb3dState state = ref State.Span[0];
if (IsEffectEnabled)
{
if (Parameter.ParameterStatus == UsageState.Invalid)
{
state = new Reverb3dState(ref _parameter, WorkBuffer);
}
else if (Parameter.ParameterStatus == UsageState.New)
{
state.UpdateParameter(ref _parameter);
}
}
ProcessReverb3d(context);
}
}
}