Amadeus: DSP code generation improvements (#2460)

This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
This commit is contained in:
Mary 2021-07-18 13:05:11 +02:00 committed by GitHub
parent 97a2133207
commit b8ad676fb8
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GPG key ID: 4AEE18F83AFDEB23
29 changed files with 319 additions and 265 deletions

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@ -19,6 +19,7 @@ using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
@ -77,31 +78,29 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
ProcessLimiter(context);
ProcessLimiter(context, ref state);
}
private void ProcessLimiter(CommandList context)
private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
ref LimiterState state = ref State.Span[0];
ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
for (int i = 0; i < Parameter.ChannelCount; i++)
{
inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
}
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
{
float inputSample = inputBuffers[channelIndex].Span[sampleIndex];
float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
@ -132,7 +131,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
outputBuffers[channelIndex].Span[sampleIndex] = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
*((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
delayedSample = inputSample;
@ -151,7 +150,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
if (InputBufferIndices[i] != OutputBufferIndices[i])
{
context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
}
}
}