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dff138229c
* 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
68 lines
No EOL
2.9 KiB
C#
68 lines
No EOL
2.9 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class DownMixSurroundToStereoCommand : 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.DownMixSurroundToStereo;
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public uint EstimatedProcessingTime { get; set; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public float[] Coefficients { get; }
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public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, float[] downMixParameter, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
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}
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Coefficients = downMixParameter;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
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{
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return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
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}
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public void Process(CommandList context)
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{
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ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
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ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
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ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
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ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
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ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
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ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
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Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
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Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
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for (int i = 0; i < context.SampleCount; i++)
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{
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stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
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stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
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}
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context.ClearBuffer(OutputBufferIndices[2]);
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context.ClearBuffer(OutputBufferIndices[3]);
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context.ClearBuffer(OutputBufferIndices[4]);
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context.ClearBuffer(OutputBufferIndices[5]);
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}
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}
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} |