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* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
62 lines
No EOL
2.4 KiB
C#
62 lines
No EOL
2.4 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class GroupedBiquadFilterCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.GroupedBiquadFilter;
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public uint EstimatedProcessingTime { get; set; }
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private BiquadFilterParameter[] _parameters;
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private Memory<BiquadFilterState> _biquadFilterStates;
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private int _inputBufferIndex;
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private int _outputBufferIndex;
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private bool[] _isInitialized;
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public GroupedBiquadFilterCommand(int baseIndex, ReadOnlySpan<BiquadFilterParameter> filters, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, ReadOnlySpan<bool> isInitialized, int nodeId)
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{
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_parameters = filters.ToArray();
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_biquadFilterStates = biquadFilterStateMemory;
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_inputBufferIndex = baseIndex + inputBufferOffset;
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_outputBufferIndex = baseIndex + outputBufferOffset;
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_isInitialized = isInitialized.ToArray();
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Enabled = true;
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NodeId = nodeId;
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}
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public void Process(CommandList context)
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{
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Span<BiquadFilterState> states = _biquadFilterStates.Span;
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(_inputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer(_outputBufferIndex);
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for (int i = 0; i < _parameters.Length; i++)
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{
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if (!_isInitialized[i])
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{
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states[i] = new BiquadFilterState();
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}
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}
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// NOTE: Nintendo only implement single and double biquad filters but no generic path when the command definition suggests it could be done.
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// As such we currently only implement a generic path for simplicity for double biquad.
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if (_parameters.Length == 1)
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{
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BiquadFilterHelper.ProcessBiquadFilter(ref _parameters[0], ref states[0], outputBuffer, inputBuffer, context.SampleCount);
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}
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else
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{
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BiquadFilterHelper.ProcessBiquadFilter(_parameters, states, outputBuffer, inputBuffer, context.SampleCount);
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}
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}
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}
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} |