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.
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97a2133207
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b8ad676fb8
29 changed files with 319 additions and 265 deletions
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@ -20,6 +20,7 @@ using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using System;
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using System.Diagnostics;
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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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@ -81,44 +82,46 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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}
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private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dMono(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
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}
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private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dStereo(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
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}
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private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dQuadraphonic(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
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}
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private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverb3dSurround(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
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ProcessReverb3dGeneric(ref state, outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
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}
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private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
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private unsafe void ProcessReverb3dGeneric(ref Reverb3dState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
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{
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const int delayLineSampleIndexOffset = 1;
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ref Reverb3dState state = ref State.Span[0];
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bool isMono = Parameter.ChannelCount == 1;
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bool isSurround = Parameter.ChannelCount == 6;
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float[] outputValues = new float[Constants.ChannelCountMax];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] feedbackValues = new float[4];
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float[] feedbackOutputValues = new float[4];
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float[] values = new float[4];
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Span<float> outputValues = stackalloc float[Constants.ChannelCountMax];
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Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
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Span<float> feedbackValues = stackalloc float[4];
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Span<float> feedbackOutputValues = stackalloc float[4];
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Span<float> values = stackalloc float[4];
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for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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outputValues.AsSpan().Fill(0);
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outputValues.Fill(0);
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float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
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@ -136,7 +139,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
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channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex);
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targetPreDelayValue += channelInput[channelIndex];
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}
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@ -180,53 +183,53 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if (targetOutputFeedbackIndex >= 0)
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{
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outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
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*((float*)outputBuffers[channelIndex] + sampleIndex) = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
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}
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}
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if (isMono)
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{
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outputBuffers[0].Span[sampleIndex] += values[1];
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*((float*)outputBuffers[0] + sampleIndex) += values[1];
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}
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if (isSurround)
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{
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outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
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*((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
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}
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}
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}
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public void ProcessReverb3d(CommandList context)
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public void ProcessReverb3d(CommandList context, ref Reverb3dState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
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Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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switch (Parameter.ChannelCount)
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{
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case 1:
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ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
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ProcessReverb3dMono(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 2:
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ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
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ProcessReverb3dStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
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ProcessReverb3dQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
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ProcessReverb3dSurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException($"{Parameter.ChannelCount}");
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throw new NotImplementedException(Parameter.ChannelCount.ToString());
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}
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}
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else
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@ -235,7 +238,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
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context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
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}
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}
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}
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@ -257,7 +260,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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}
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ProcessReverb3d(context);
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ProcessReverb3d(context, ref state);
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}
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}
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}
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