81 lines
3.1 KiB
C#
81 lines
3.1 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;
|
|||
|
|
|||
|
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 ulong 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 also implements a hot path for 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.
|
|||
|
// TODO: Implement double biquad filters fast path.
|
|||
|
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);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|