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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
29 changed files with 319 additions and 265 deletions

View file

@ -20,6 +20,7 @@ using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.Effect;
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
@ -81,44 +82,46 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessReverb3dMono(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
}
private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessReverb3dStereo(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
}
private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessReverb3dQuadraphonic(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
}
private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ProcessReverb3dSurround(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
{
ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
}
private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
private unsafe void ProcessReverb3dGeneric(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
{
const int delayLineSampleIndexOffset = 1;
ref Reverb3dState state = ref State.Span[0];
bool isMono = Parameter.ChannelCount == 1;
bool isSurround = Parameter.ChannelCount == 6;
float[] outputValues = new float[Constants.ChannelCountMax];
float[] channelInput = new float[Parameter.ChannelCount];
float[] feedbackValues = new float[4];
float[] feedbackOutputValues = new float[4];
float[] values = new float[4];
Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
Span<float> feedbackValues = stackalloc float[4];
Span<float> feedbackOutputValues = stackalloc float[4];
Span<float> values = stackalloc float[4];
for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
{
outputValues.AsSpan().Fill(0);
outputValues.Fill(0);
float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
@ -136,7 +139,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
{
channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex);
targetPreDelayValue += channelInput[channelIndex];
}
@ -180,53 +183,53 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
if (targetOutputFeedbackIndex >= 0)
{
outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
*((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
}
}
if (isMono)
{
outputBuffers[0].Span[sampleIndex] += values[1];
*((float*)outputBuffers[0] + sampleIndex) += values[1];
}
if (isSurround)
{
outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
*((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
}
}
}
public void ProcessReverb3d(CommandList context)
public void ProcessReverb3d(CommandList context, ref Reverb3dState state)
{
Debug.Assert(Parameter.IsChannelCountValid());
if (IsEffectEnabled && Parameter.IsChannelCountValid())
{
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]);
}
switch (Parameter.ChannelCount)
{
case 1:
ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
ProcessReverb3dMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
case 2:
ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
ProcessReverb3dStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
case 4:
ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
ProcessReverb3dQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
case 6:
ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
ProcessReverb3dSurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
break;
default:
throw new NotImplementedException($"{Parameter.ChannelCount}");
throw new NotImplementedException(Parameter.ChannelCount.ToString());
}
}
else
@ -235,7 +238,7 @@ 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]);
}
}
}
@ -257,7 +260,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
}
ProcessReverb3d(context);
ProcessReverb3d(context, ref state);
}
}
}