using Ryujinx.Audio.Renderer.Dsp.State; using Ryujinx.Audio.Renderer.Parameter.Effect; using Ryujinx.Audio.Renderer.Server.Effect; using Ryujinx.Audio.Renderer.Utils.Math; using System; using System.Diagnostics; using System.Numerics; using System.Runtime.CompilerServices; namespace Ryujinx.Audio.Renderer.Dsp.Command { public class DelayCommand : ICommand { public bool Enabled { get; set; } public int NodeId { get; } public CommandType CommandType => CommandType.Delay; public ulong EstimatedProcessingTime { get; set; } public DelayParameter Parameter => _parameter; public Memory State { get; } public ulong WorkBuffer { get; } public ushort[] OutputBufferIndices { get; } public ushort[] InputBufferIndices { get; } public bool IsEffectEnabled { get; } private DelayParameter _parameter; private const int FixedPointPrecision = 14; public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported) { Enabled = true; NodeId = nodeId; _parameter = parameter; State = state; WorkBuffer = workBuffer; IsEffectEnabled = isEnabled; 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]); } // NOTE: We do the opposite as Nintendo here for now to restore previous behaviour // TODO: Update delay processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping. DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices); DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices); } [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount) { float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision); float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); for (int i = 0; i < sampleCount; i++) { float input = inputBuffer[i] * 64; float delayLineValue = state.DelayLines[0].Read(); float temp = input * inGain + delayLineValue * feedbackGain; state.UpdateLowPassFilter(ref temp, 1); outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64; } } [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayStereo(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 2; float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain); for (int i = 0; i < sampleCount; i++) { Vector2 channelInput = new Vector2 { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, }; Vector2 delayLineValues = new Vector2() { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), }; Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; } } [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 4; float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain); for (int i = 0; i < sampleCount; i++) { Vector4 channelInput = new Vector4 { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, Z = *((float*)inputBuffers[2] + i) * 64, W = *((float*)inputBuffers[3] + i) * 64 }; Vector4 delayLineValues = new Vector4() { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), Z = state.DelayLines[2].Read(), W = state.DelayLines[3].Read() }; Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64; *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64; } } [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] private unsafe void ProcessDelaySurround(ref DelayState state, Span outputBuffers, ReadOnlySpan inputBuffers, uint sampleCount) { const ushort channelCount = 6; float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision); float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain , 0.0f , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain, 0.0f , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , 0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f , 0.0f , delayFeedbackBaseGain , 0.0f , 0.0f , 0.0f , 0.0f , 0.0f , 0.0f , feedbackGain); for (int i = 0; i < sampleCount; i++) { Vector6 channelInput = new Vector6 { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, Z = *((float*)inputBuffers[2] + i) * 64, W = *((float*)inputBuffers[3] + i) * 64, V = *((float*)inputBuffers[4] + i) * 64, U = *((float*)inputBuffers[5] + i) * 64 }; Vector6 delayLineValues = new Vector6 { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), Z = state.DelayLines[2].Read(), W = state.DelayLines[3].Read(), V = state.DelayLines[4].Read(), U = state.DelayLines[5].Read() }; Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain; state.UpdateLowPassFilter(ref Unsafe.As(ref temp), channelCount); *((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64; *((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64; *((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64; *((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64; *((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64; *((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64; } } private unsafe void ProcessDelay(CommandList context, ref DelayState state) { Debug.Assert(Parameter.IsChannelCountValid()); if (IsEffectEnabled && Parameter.IsChannelCountValid()) { Span inputBuffers = stackalloc IntPtr[Parameter.ChannelCount]; Span outputBuffers = stackalloc IntPtr[Parameter.ChannelCount]; for (int i = 0; i < Parameter.ChannelCount; i++) { inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]); outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]); } switch (Parameter.ChannelCount) { case 1: ProcessDelayMono(ref state, (float*)outputBuffers[0], (float*)inputBuffers[0], context.SampleCount); break; case 2: ProcessDelayStereo(ref state, outputBuffers, inputBuffers, context.SampleCount); break; case 4: ProcessDelayQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount); break; case 6: ProcessDelaySurround(ref state, outputBuffers, inputBuffers, context.SampleCount); break; default: throw new NotImplementedException(Parameter.ChannelCount.ToString()); } } else { for (int i = 0; i < Parameter.ChannelCount; i++) { if (InputBufferIndices[i] != OutputBufferIndices[i]) { context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]); } } } } public void Process(CommandList context) { ref DelayState state = ref State.Span[0]; if (IsEffectEnabled) { if (Parameter.Status == UsageState.Invalid) { state = new DelayState(ref _parameter, WorkBuffer); } else if (Parameter.Status == UsageState.New) { state.UpdateParameter(ref _parameter); } } ProcessDelay(context, ref state); } } }