Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/GroupedBiquadFilterCommand.cs
Mary-nyan dff138229c
amadeus: Fixes and initial 15.0.0 support (#3908)
* 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
2022-11-28 08:28:45 +01:00

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2.4 KiB
C#

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 uint 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 only implement single and 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 for double biquad.
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);
}
}
}
}