mirror of
https://github.com/Ryujinx/Ryujinx.git
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101 lines
4.7 KiB
C#
101 lines
4.7 KiB
C#
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public static class BiquadFilterHelper
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{
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private const int FixedPointPrecisionForParameter = 14;
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/// <summary>
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/// Apply a single biquad filter.
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/// </summary>
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/// <remarks>This is implemented with a direct form 2.</remarks>
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/// <param name="parameter">The biquad filter parameter</param>
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/// <param name="state">The biquad filter state</param>
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/// <param name="outputBuffer">The output buffer to write the result</param>
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/// <param name="inputBuffer">The input buffer to write the result</param>
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/// <param name="sampleCount">The count of samples to process</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ProcessBiquadFilter(ref BiquadFilterParameter parameter, ref BiquadFilterState state, Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
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{
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float a0 = FixedPointHelper.ToFloat(parameter.Numerator[0], FixedPointPrecisionForParameter);
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float a1 = FixedPointHelper.ToFloat(parameter.Numerator[1], FixedPointPrecisionForParameter);
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float a2 = FixedPointHelper.ToFloat(parameter.Numerator[2], FixedPointPrecisionForParameter);
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float b1 = FixedPointHelper.ToFloat(parameter.Denominator[0], FixedPointPrecisionForParameter);
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float b2 = FixedPointHelper.ToFloat(parameter.Denominator[1], FixedPointPrecisionForParameter);
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for (int i = 0; i < sampleCount; i++)
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{
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float input = inputBuffer[i];
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float output = input * a0 + state.State0;
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state.State0 = input * a1 + output * b1 + state.State1;
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state.State1 = input * a2 + output * b2;
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outputBuffer[i] = output;
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}
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}
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/// <summary>
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/// Apply multiple biquad filter.
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/// </summary>
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/// <remarks>This is implemented with a direct form 1.</remarks>
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/// <param name="parameters">The biquad filter parameter</param>
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/// <param name="states">The biquad filter state</param>
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/// <param name="outputBuffer">The output buffer to write the result</param>
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/// <param name="inputBuffer">The input buffer to write the result</param>
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/// <param name="sampleCount">The count of samples to process</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void ProcessBiquadFilter(ReadOnlySpan<BiquadFilterParameter> parameters, Span<BiquadFilterState> states, Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
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{
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for (int stageIndex = 0; stageIndex < parameters.Length; stageIndex++)
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{
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BiquadFilterParameter parameter = parameters[stageIndex];
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ref BiquadFilterState state = ref states[stageIndex];
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float a0 = FixedPointHelper.ToFloat(parameter.Numerator[0], FixedPointPrecisionForParameter);
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float a1 = FixedPointHelper.ToFloat(parameter.Numerator[1], FixedPointPrecisionForParameter);
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float a2 = FixedPointHelper.ToFloat(parameter.Numerator[2], FixedPointPrecisionForParameter);
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float b1 = FixedPointHelper.ToFloat(parameter.Denominator[0], FixedPointPrecisionForParameter);
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float b2 = FixedPointHelper.ToFloat(parameter.Denominator[1], FixedPointPrecisionForParameter);
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for (int i = 0; i < sampleCount; i++)
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{
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float input = inputBuffer[i];
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float output = input * a0 + state.State0 * a1 + state.State1 * a2 + state.State2 * b1 + state.State3 * b2;
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state.State1 = state.State0;
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state.State0 = input;
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state.State3 = state.State2;
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state.State2 = output;
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outputBuffer[i] = output;
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}
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}
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}
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}
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}
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