Use SIMD acceleration for audio upsampler (#4410)
* Use SIMD acceleration for audio upsampler filter kernel for a moderate speedup * Address formatting. Implement AVX2 fast path for high quality resampling in ResamplerHelper * now really, are we really getting the benefit of inlining 50+ line methods? * adding unit tests for resampler + upsampler. The upsampler ones fail for some reason * Fixing upsampler test. Apparently this algo only works at specific ratios --------- Co-authored-by: Logan Stromberg <lostromb@microsoft.com>
This commit is contained in:
parent
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commit
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4 changed files with 279 additions and 84 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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@ -380,7 +381,6 @@ namespace Ryujinx.Audio.Renderer.Dsp
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return _normalCurveLut2F;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe static void ResampleDefaultQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount, bool needPitch)
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{
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ReadOnlySpan<float> parameters = GetDefaultParameter(ratio);
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@ -394,35 +394,33 @@ namespace Ryujinx.Audio.Renderer.Dsp
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if (ratio == 1f)
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{
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fixed (short* pInput = inputBuffer)
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fixed (float* pOutput = outputBuffer, pParameters = parameters)
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{
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fixed (float* pOutput = outputBuffer, pParameters = parameters)
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Vector128<float> parameter = Sse.LoadVector128(pParameters);
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for (; i < (sampleCount & ~3); i += 4)
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{
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Vector128<float> parameter = Sse.LoadVector128(pParameters);
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Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + (uint)i);
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Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 1);
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Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 2);
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Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 3);
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for (; i < (sampleCount & ~3); i += 4)
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{
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Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + (uint)i);
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Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 1);
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Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 2);
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Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + (uint)i + 3);
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Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
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Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
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Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
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Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
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Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
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Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
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Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
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Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
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Vector128<float> mix0 = Sse.Multiply(input0, parameter);
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Vector128<float> mix1 = Sse.Multiply(input1, parameter);
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Vector128<float> mix2 = Sse.Multiply(input2, parameter);
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Vector128<float> mix3 = Sse.Multiply(input3, parameter);
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Vector128<float> mix0 = Sse.Multiply(input0, parameter);
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Vector128<float> mix1 = Sse.Multiply(input1, parameter);
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Vector128<float> mix2 = Sse.Multiply(input2, parameter);
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Vector128<float> mix3 = Sse.Multiply(input3, parameter);
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Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
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Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
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Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
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Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
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Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
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Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
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Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
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}
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Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
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}
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}
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@ -431,62 +429,60 @@ namespace Ryujinx.Audio.Renderer.Dsp
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else
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{
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fixed (short* pInput = inputBuffer)
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fixed (float* pOutput = outputBuffer, pParameters = parameters)
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{
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fixed (float* pOutput = outputBuffer, pParameters = parameters)
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for (; i < (sampleCount & ~3); i += 4)
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{
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for (; i < (sampleCount & ~3); i += 4)
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{
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uint baseIndex0 = (uint)(fraction * 128) * 4;
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uint inputIndex0 = (uint)inputBufferIndex;
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uint baseIndex0 = (uint)(fraction * 128) * 4;
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uint inputIndex0 = (uint)inputBufferIndex;
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fraction += ratio;
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fraction += ratio;
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uint baseIndex1 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex1 = (uint)inputBufferIndex + (uint)fraction;
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uint baseIndex1 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex1 = (uint)inputBufferIndex + (uint)fraction;
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fraction += ratio;
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fraction += ratio;
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uint baseIndex2 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex2 = (uint)inputBufferIndex + (uint)fraction;
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uint baseIndex2 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex2 = (uint)inputBufferIndex + (uint)fraction;
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fraction += ratio;
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fraction += ratio;
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uint baseIndex3 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex3 = (uint)inputBufferIndex + (uint)fraction;
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uint baseIndex3 = ((uint)(fraction * 128) & 127) * 4;
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uint inputIndex3 = (uint)inputBufferIndex + (uint)fraction;
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fraction += ratio;
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inputBufferIndex += (int)fraction;
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fraction += ratio;
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inputBufferIndex += (int)fraction;
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// Only keep lower part (safe as fraction isn't supposed to be negative)
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fraction -= (int)fraction;
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// Only keep lower part (safe as fraction isn't supposed to be negative)
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fraction -= (int)fraction;
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Vector128<float> parameter0 = Sse.LoadVector128(pParameters + baseIndex0);
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Vector128<float> parameter1 = Sse.LoadVector128(pParameters + baseIndex1);
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Vector128<float> parameter2 = Sse.LoadVector128(pParameters + baseIndex2);
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Vector128<float> parameter3 = Sse.LoadVector128(pParameters + baseIndex3);
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Vector128<float> parameter0 = Sse.LoadVector128(pParameters + baseIndex0);
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Vector128<float> parameter1 = Sse.LoadVector128(pParameters + baseIndex1);
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Vector128<float> parameter2 = Sse.LoadVector128(pParameters + baseIndex2);
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Vector128<float> parameter3 = Sse.LoadVector128(pParameters + baseIndex3);
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Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + inputIndex0);
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Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + inputIndex1);
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Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + inputIndex2);
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Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + inputIndex3);
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Vector128<int> intInput0 = Sse41.ConvertToVector128Int32(pInput + inputIndex0);
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Vector128<int> intInput1 = Sse41.ConvertToVector128Int32(pInput + inputIndex1);
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Vector128<int> intInput2 = Sse41.ConvertToVector128Int32(pInput + inputIndex2);
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Vector128<int> intInput3 = Sse41.ConvertToVector128Int32(pInput + inputIndex3);
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Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
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Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
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Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
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Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
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Vector128<float> input0 = Sse2.ConvertToVector128Single(intInput0);
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Vector128<float> input1 = Sse2.ConvertToVector128Single(intInput1);
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Vector128<float> input2 = Sse2.ConvertToVector128Single(intInput2);
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Vector128<float> input3 = Sse2.ConvertToVector128Single(intInput3);
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Vector128<float> mix0 = Sse.Multiply(input0, parameter0);
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Vector128<float> mix1 = Sse.Multiply(input1, parameter1);
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Vector128<float> mix2 = Sse.Multiply(input2, parameter2);
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Vector128<float> mix3 = Sse.Multiply(input3, parameter3);
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Vector128<float> mix0 = Sse.Multiply(input0, parameter0);
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Vector128<float> mix1 = Sse.Multiply(input1, parameter1);
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Vector128<float> mix2 = Sse.Multiply(input2, parameter2);
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Vector128<float> mix3 = Sse.Multiply(input3, parameter3);
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Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
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Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
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Vector128<float> mix01 = Sse3.HorizontalAdd(mix0, mix1);
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Vector128<float> mix23 = Sse3.HorizontalAdd(mix2, mix3);
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Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
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Vector128<float> mix0123 = Sse3.HorizontalAdd(mix01, mix23);
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Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
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}
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Sse.Store(pOutput + (uint)i, Sse41.RoundToNearestInteger(mix0123));
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}
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}
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}
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@ -526,34 +522,59 @@ namespace Ryujinx.Audio.Renderer.Dsp
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return _highCurveLut2F;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void ResampleHighQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount)
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private static unsafe void ResampleHighQuality(Span<float> outputBuffer, ReadOnlySpan<short> inputBuffer, float ratio, ref float fraction, int sampleCount)
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{
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ReadOnlySpan<float> parameters = GetHighParameter(ratio);
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int inputBufferIndex = 0;
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// TODO: fast path
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for (int i = 0; i < sampleCount; i++)
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if (Avx2.IsSupported)
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{
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int baseIndex = (int)(fraction * 128) * 8;
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ReadOnlySpan<float> parameter = parameters.Slice(baseIndex, 8);
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ReadOnlySpan<short> currentInput = inputBuffer.Slice(inputBufferIndex, 8);
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// Fast path; assumes 256-bit vectors for simplicity because the filter is 8 taps
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fixed (short* pInput = inputBuffer)
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fixed (float* pParameters = parameters)
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{
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for (int i = 0; i < sampleCount; i++)
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{
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int baseIndex = (int)(fraction * 128) * 8;
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outputBuffer[i] = (float)Math.Round(currentInput[0] * parameter[0] +
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currentInput[1] * parameter[1] +
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currentInput[2] * parameter[2] +
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currentInput[3] * parameter[3] +
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currentInput[4] * parameter[4] +
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currentInput[5] * parameter[5] +
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currentInput[6] * parameter[6] +
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currentInput[7] * parameter[7]);
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Vector256<int> intInput = Avx2.ConvertToVector256Int32(pInput + inputBufferIndex);
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Vector256<float> floatInput = Avx.ConvertToVector256Single(intInput);
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Vector256<float> parameter = Avx.LoadVector256(pParameters + baseIndex);
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Vector256<float> dp = Avx.DotProduct(floatInput, parameter, control: 0xFF);
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fraction += ratio;
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inputBufferIndex += (int)MathF.Truncate(fraction);
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// avx2 does an 8-element dot product piecewise so we have to sum up 2 intermediate results
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outputBuffer[i] = (float)Math.Round(dp[0] + dp[4]);
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fraction -= (int)fraction;
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fraction += ratio;
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inputBufferIndex += (int)MathF.Truncate(fraction);
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fraction -= (int)fraction;
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}
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}
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}
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else
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{
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for (int i = 0; i < sampleCount; i++)
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{
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int baseIndex = (int)(fraction * 128) * 8;
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ReadOnlySpan<float> parameter = parameters.Slice(baseIndex, 8);
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ReadOnlySpan<short> currentInput = inputBuffer.Slice(inputBufferIndex, 8);
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outputBuffer[i] = (float)Math.Round(currentInput[0] * parameter[0] +
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currentInput[1] * parameter[1] +
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currentInput[2] * parameter[2] +
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currentInput[3] * parameter[3] +
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currentInput[4] * parameter[4] +
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currentInput[5] * parameter[5] +
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currentInput[6] * parameter[6] +
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currentInput[7] * parameter[7]);
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fraction += ratio;
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inputBufferIndex += (int)MathF.Truncate(fraction);
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fraction -= (int)fraction;
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}
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}
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}
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@ -2,6 +2,7 @@ using Ryujinx.Audio.Renderer.Server.Upsampler;
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using Ryujinx.Common.Memory;
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using System;
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using System.Diagnostics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp
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return;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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float DoFilterBank(ref UpsamplerBufferState state, in Array20<float> bank)
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{
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float result = 0.0f;
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Debug.Assert(state.History.Length == HistoryLength);
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Debug.Assert(bank.Length == FilterBankLength);
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for (int j = 0; j < FilterBankLength; j++)
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int curIdx = 0;
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if (Vector.IsHardwareAccelerated)
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{
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result += bank[j] * state.History[j];
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// Do SIMD-accelerated block operations where possible.
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// Only about a 2x speedup since filter bank length is short
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int stopIdx = FilterBankLength - (FilterBankLength % Vector<float>.Count);
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while (curIdx < stopIdx)
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{
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result += Vector.Dot(
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new Vector<float>(bank.AsSpan().Slice(curIdx, Vector<float>.Count)),
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new Vector<float>(state.History.AsSpan().Slice(curIdx, Vector<float>.Count)));
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curIdx += Vector<float>.Count;
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}
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}
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while (curIdx < FilterBankLength)
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{
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result += bank[curIdx] * state.History[curIdx];
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curIdx++;
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}
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return result;
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93
Ryujinx.Tests/Audio/Renderer/Dsp/ResamplerTests.cs
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93
Ryujinx.Tests/Audio/Renderer/Dsp/ResamplerTests.cs
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@ -0,0 +1,93 @@
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using NUnit.Framework;
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using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Ryujinx.Tests.Audio.Renderer.Dsp
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{
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class ResamplerTests
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{
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[Test]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.Low)]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.Default)]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.High)]
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public void TestResamplerConsistencyUpsampling(VoiceInParameter.SampleRateConversionQuality quality)
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{
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DoResamplingTest(44100, 48000, quality);
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}
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[Test]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.Low)]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.Default)]
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[TestCase(VoiceInParameter.SampleRateConversionQuality.High)]
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public void TestResamplerConsistencyDownsampling(VoiceInParameter.SampleRateConversionQuality quality)
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{
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DoResamplingTest(48000, 44100, quality);
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}
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/// <summary>
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/// Generates a 1-second sine wave sample at input rate, resamples it to output rate, and
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/// ensures that it resampled at the expected rate with no discontinuities
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/// </summary>
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/// <param name="inputRate">The input sample rate to test</param>
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/// <param name="outputRate">The output sample rate to test</param>
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/// <param name="quality">The resampler quality to use</param>
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private static void DoResamplingTest(int inputRate, int outputRate, VoiceInParameter.SampleRateConversionQuality quality)
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{
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float inputSampleRate = (float)inputRate;
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float outputSampleRate = (float)outputRate;
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int inputSampleCount = inputRate;
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int outputSampleCount = outputRate;
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short[] inputBuffer = new short[inputSampleCount + 100]; // add some safety buffer at the end
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float[] outputBuffer = new float[outputSampleCount + 100];
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for (int sample = 0; sample < inputBuffer.Length; sample++)
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{
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// 440 hz sine wave with amplitude = 0.5f at input sample rate
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inputBuffer[sample] = (short)(32767 * MathF.Sin((440 / inputSampleRate) * (float)sample * MathF.PI * 2f) * 0.5f);
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}
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float fraction = 0;
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ResamplerHelper.Resample(
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outputBuffer.AsSpan(),
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inputBuffer.AsSpan(),
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inputSampleRate / outputSampleRate,
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ref fraction,
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outputSampleCount,
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quality,
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false);
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float[] expectedOutput = new float[outputSampleCount];
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float sumDifference = 0;
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int delay = quality switch
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{
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VoiceInParameter.SampleRateConversionQuality.High => 3,
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VoiceInParameter.SampleRateConversionQuality.Default => 1,
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_ => 0
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};
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for (int sample = 0; sample < outputSampleCount; sample++)
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{
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outputBuffer[sample] /= 32767;
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// 440 hz sine wave with amplitude = 0.5f at output sample rate
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expectedOutput[sample] = MathF.Sin((440 / outputSampleRate) * (float)(sample + delay) * MathF.PI * 2f) * 0.5f;
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float thisDelta = Math.Abs(expectedOutput[sample] - outputBuffer[sample]);
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// Ensure no discontinuities
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Assert.IsTrue(thisDelta < 0.1f);
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sumDifference += thisDelta;
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}
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sumDifference = sumDifference / (float)outputSampleCount;
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// Expect the output to be 99% similar to the expected resampled sine wave
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Assert.IsTrue(sumDifference < 0.01f);
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}
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}
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}
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64
Ryujinx.Tests/Audio/Renderer/Dsp/UpsamplerTests.cs
Normal file
64
Ryujinx.Tests/Audio/Renderer/Dsp/UpsamplerTests.cs
Normal file
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@ -0,0 +1,64 @@
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using NUnit.Framework;
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using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Ryujinx.Tests.Audio.Renderer.Dsp
|
||||
{
|
||||
class UpsamplerTests
|
||||
{
|
||||
[Test]
|
||||
public void TestUpsamplerConsistency()
|
||||
{
|
||||
UpsamplerBufferState bufferState = new UpsamplerBufferState();
|
||||
int inputBlockSize = 160;
|
||||
int numInputSamples = 32000;
|
||||
int numOutputSamples = 48000;
|
||||
float inputSampleRate = numInputSamples;
|
||||
float outputSampleRate = numOutputSamples;
|
||||
float[] inputBuffer = new float[numInputSamples + 100];
|
||||
float[] outputBuffer = new float[numOutputSamples + 100];
|
||||
for (int sample = 0; sample < inputBuffer.Length; sample++)
|
||||
{
|
||||
// 440 hz sine wave with amplitude = 0.5f at input sample rate
|
||||
inputBuffer[sample] = MathF.Sin((440 / inputSampleRate) * (float)sample * MathF.PI * 2f) * 0.5f;
|
||||
}
|
||||
|
||||
int inputIdx = 0;
|
||||
int outputIdx = 0;
|
||||
while (inputIdx + inputBlockSize < numInputSamples)
|
||||
{
|
||||
int outputBufLength = (int)Math.Round((float)(inputIdx + inputBlockSize) * outputSampleRate / inputSampleRate) - outputIdx;
|
||||
UpsamplerHelper.Upsample(
|
||||
outputBuffer.AsSpan(outputIdx),
|
||||
inputBuffer.AsSpan(inputIdx),
|
||||
outputBufLength,
|
||||
inputBlockSize,
|
||||
ref bufferState);
|
||||
|
||||
inputIdx += inputBlockSize;
|
||||
outputIdx += outputBufLength;
|
||||
}
|
||||
|
||||
float[] expectedOutput = new float[numOutputSamples];
|
||||
float sumDifference = 0;
|
||||
for (int sample = 0; sample < numOutputSamples; sample++)
|
||||
{
|
||||
// 440 hz sine wave with amplitude = 0.5f at output sample rate with an offset of 15
|
||||
expectedOutput[sample] = MathF.Sin((440 / outputSampleRate) * (float)(sample - 15) * MathF.PI * 2f) * 0.5f;
|
||||
sumDifference += Math.Abs(expectedOutput[sample] - outputBuffer[sample]);
|
||||
}
|
||||
|
||||
sumDifference = sumDifference / (float)expectedOutput.Length;
|
||||
// Expect the output to be 98% similar to the expected resampled sine wave
|
||||
Assert.IsTrue(sumDifference < 0.02f);
|
||||
}
|
||||
}
|
||||
}
|
Reference in a new issue