1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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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 MixRampGroupedCommand : 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.MixRampGrouped;
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public ulong EstimatedProcessingTime { get; set; }
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public uint MixBufferCount { get; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public float[] Volume0 { get; }
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public float[] Volume1 { get; }
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public Memory<VoiceUpdateState> State { get; }
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public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
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{
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Enabled = true;
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MixBufferCount = mixBufferCount;
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NodeId = nodeId;
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InputBufferIndices = new ushort[Constants.MixBufferCountMax];
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OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
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Volume0 = new float[Constants.MixBufferCountMax];
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Volume1 = new float[Constants.MixBufferCountMax];
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for (int i = 0; i < mixBufferCount; i++)
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{
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InputBufferIndices[i] = (ushort)inputBufferIndex;
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OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
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Volume0[i] = volume0[i];
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Volume1[i] = volume1[i];
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}
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State = state;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
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{
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float ramp = (volume1 - volume0) / sampleCount;
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float volume = volume0;
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float state = 0;
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for (int i = 0; i < sampleCount; i++)
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{
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state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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outputBuffer[i] += state;
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volume += ramp;
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}
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return state;
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}
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public void Process(CommandList context)
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{
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for (int i = 0; i < MixBufferCount; i++)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
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float volume0 = Volume0[i];
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float volume1 = Volume1[i];
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ref VoiceUpdateState state = ref State.Span[0];
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if (volume0 != 0 || volume1 != 0)
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{
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state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
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}
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else
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{
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state.LastSamples[i] = 0;
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}
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}
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}
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}
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} |