amadeus: Update to REV11 (#3230)

This should implement all ABI changes from REV11 on 14.0.0

As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now.
The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
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Mary 2022-04-06 09:12:38 +02:00 committed by GitHub
parent 56c56aa34d
commit 3f4fb8f73a
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12 changed files with 358 additions and 28 deletions

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@ -66,7 +66,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
private const int FixedPointPrecision = 14;
public ReverbCommand(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, ulong workBuffer, int nodeId, bool isLongSizePreDelaySupported)
public ReverbCommand(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, ulong workBuffer, int nodeId, bool isLongSizePreDelaySupported, bool newEffectChannelMappingSupported)
{
Enabled = true;
IsEffectEnabled = isEnabled;
@ -85,6 +85,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
IsLongSizePreDelaySupported = isLongSizePreDelaySupported;
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@ -214,7 +219,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
if (isSurround)
{
outputValues[4] += state.BackLeftDelayLine.Update((feedbackOutputValues[2] - feedbackOutputValues[3]) * 0.5f);
outputValues[4] += state.FrontCenterDelayLine.Update((feedbackOutputValues[2] - feedbackOutputValues[3]) * 0.5f);
}
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)