amadeus: Fixes and initial 15.0.0 support (#3908)
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
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@ -17,7 +17,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public CommandType CommandType => CommandType.Delay;
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public ulong EstimatedProcessingTime { get; set; }
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public uint EstimatedProcessingTime { get; set; }
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public DelayParameter Parameter => _parameter;
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public Memory<DelayState> State { get; }
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@ -49,15 +49,15 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update delay processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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const ushort channelCount = 1;
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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@ -70,7 +70,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float temp = input * inGain + delayLineValue * feedbackGain;
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state.UpdateLowPassFilter(ref temp, 1);
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state.UpdateLowPassFilter(ref temp, channelCount);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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@ -104,7 +104,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Y = state.DelayLines[1].Read(),
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};
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Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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Vector2 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
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@ -148,7 +148,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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W = state.DelayLines[3].Read()
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};
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Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
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@ -171,12 +171,12 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
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delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f,
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0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f,
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delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackBaseGain, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, feedbackGain);
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Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
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0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
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delayFeedbackCrossGain, 0.0f, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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@ -200,7 +200,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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U = state.DelayLines[5].Read()
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};
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Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
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