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5 Commits
Author | SHA1 | Date | |
---|---|---|---|
3139a85a2b | |||
a4e8bea866 | |||
6a9e9b5360 | |||
952f6f8a65 | |||
d04ba51bb0 |
@ -18,8 +18,10 @@
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Audio.Renderer.Utils.Math;
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using System;
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using System;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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@ -70,7 +72,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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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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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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{
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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@ -83,133 +85,148 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float input = inputBuffer[i] * 64;
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float input = inputBuffer[i] * 64;
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float delayLineValue = state.DelayLines[0].Read();
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float delayLineValue = state.DelayLines[0].Read();
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float lowPassResult = (input * inGain + delayLineValue * feedbackGain) * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
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float temp = input * inGain + delayLineValue * feedbackGain;
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state.LowPassZ[0] = lowPassResult;
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state.UpdateLowPassFilter(ref temp, 1);
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state.DelayLines[0].Update(lowPassResult);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 2;
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const ushort channelCount = 2;
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Span<float> channelInput = stackalloc float[channelCount];
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[channelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain , delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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for (int j = 0; j < channelCount; j++)
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Vector2 channelInput = new Vector2
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{
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{
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channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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X = *((float*)inputBuffers[0] + i) * 64,
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delayLineValues[j] = state.DelayLines[j].Read();
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Y = *((float*)inputBuffers[1] + i) * 64,
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}
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};
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temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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Vector2 delayLineValues = new Vector2()
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temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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for (int j = 0; j < channelCount; j++)
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{
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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};
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state.LowPassZ[j] = lowPassResult;
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Vector2 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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state.DelayLines[j].Update(lowPassResult);
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*((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
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}
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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}
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 4;
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const ushort channelCount = 4;
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Span<float> channelInput = stackalloc float[channelCount];
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[channelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain , delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
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delayFeedbackCrossGain, delayFeedbackBaseGain , 0.0f , delayFeedbackCrossGain,
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delayFeedbackCrossGain, 0.0f , delayFeedbackBaseGain , delayFeedbackCrossGain,
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0.0f , delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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for (int j = 0; j < channelCount; j++)
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Vector4 channelInput = new Vector4
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{
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{
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channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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X = *((float*)inputBuffers[0] + i) * 64,
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delayLineValues[j] = state.DelayLines[j].Read();
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Y = *((float*)inputBuffers[1] + i) * 64,
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}
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Z = *((float*)inputBuffers[2] + i) * 64,
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W = *((float*)inputBuffers[3] + i) * 64
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};
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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Vector4 delayLineValues = new Vector4()
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temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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for (int j = 0; j < channelCount; j++)
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{
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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Z = state.DelayLines[2].Read(),
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W = state.DelayLines[3].Read()
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};
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state.LowPassZ[j] = lowPassResult;
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Vector4 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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state.DelayLines[j].Update(lowPassResult);
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*((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
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}
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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*((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
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*((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
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}
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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{
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const ushort channelCount = 6;
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const ushort channelCount = 6;
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Span<float> channelInput = stackalloc float[channelCount];
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[channelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, 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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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, 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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for (int i = 0; i < sampleCount; i++)
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for (int i = 0; i < sampleCount; i++)
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{
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{
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for (int j = 0; j < channelCount; j++)
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Vector6 channelInput = new Vector6
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{
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{
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channelInput[j] = *((float*)inputBuffers[j] + i) * 64;
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X = *((float*)inputBuffers[0] + i) * 64,
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delayLineValues[j] = state.DelayLines[j].Read();
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Y = *((float*)inputBuffers[1] + i) * 64,
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}
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Z = *((float*)inputBuffers[2] + i) * 64,
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W = *((float*)inputBuffers[3] + i) * 64,
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V = *((float*)inputBuffers[4] + i) * 64,
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U = *((float*)inputBuffers[5] + i) * 64
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};
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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Vector6 delayLineValues = new Vector6
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temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
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temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
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for (int j = 0; j < channelCount; j++)
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{
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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Z = state.DelayLines[2].Read(),
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W = state.DelayLines[3].Read(),
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V = state.DelayLines[4].Read(),
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U = state.DelayLines[5].Read()
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};
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state.LowPassZ[j] = lowPassResult;
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Vector6 temp = MatrixHelper.Transform(ref channelInput, ref delayFeedback) + channelInput * inGain;
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state.DelayLines[j].Update(lowPassResult);
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|
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*((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
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}
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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*((float*)outputBuffers[2] + i) = (channelInput.Z * dryGain + delayLineValues.Z * outGain) / 64;
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*((float*)outputBuffers[3] + i) = (channelInput.W * dryGain + delayLineValues.W * outGain) / 64;
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*((float*)outputBuffers[4] + i) = (channelInput.V * dryGain + delayLineValues.V * outGain) / 64;
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*((float*)outputBuffers[5] + i) = (channelInput.U * dryGain + delayLineValues.U * outGain) / 64;
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}
|
}
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}
|
}
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@ -17,6 +17,7 @@
|
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|
|
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using Ryujinx.Audio.Renderer.Dsp.Effect;
|
using Ryujinx.Audio.Renderer.Dsp.Effect;
|
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using Ryujinx.Audio.Renderer.Parameter.Effect;
|
using Ryujinx.Audio.Renderer.Parameter.Effect;
|
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|
using System.Runtime.CompilerServices;
|
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|
|
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namespace Ryujinx.Audio.Renderer.Dsp.State
|
namespace Ryujinx.Audio.Renderer.Dsp.State
|
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{
|
{
|
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@ -43,7 +44,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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{
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DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
|
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
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DelayLines[i].SetDelay(parameter.DelayTime);
|
DelayLines[i].SetDelay(parameter.DelayTime);
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LowPassZ[0] = 0;
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|
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}
|
}
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|
|
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UpdateParameter(ref parameter);
|
UpdateParameter(ref parameter);
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@ -69,5 +69,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
|
|||||||
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
|
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
|
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LowPassBaseGain = 1.0f - LowPassFeedbackGain;
|
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
|
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}
|
}
|
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|
|
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|
public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
|
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|
{
|
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|
for (int i = 0; i < channelCount; i++)
|
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|
{
|
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|
float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
|
||||||
|
|
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|
LowPassZ[i] = lowPassResult;
|
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|
DelayLines[i].Update(lowPassResult);
|
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|
}
|
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|
}
|
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}
|
}
|
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}
|
}
|
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|
71
Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs
Normal file
71
Ryujinx.Audio/Renderer/Utils/Math/Matrix2x2.cs
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
namespace Ryujinx.Audio.Renderer.Utils.Math
|
||||||
|
{
|
||||||
|
record struct Matrix2x2
|
||||||
|
{
|
||||||
|
public float M11;
|
||||||
|
public float M12;
|
||||||
|
public float M21;
|
||||||
|
public float M22;
|
||||||
|
|
||||||
|
public Matrix2x2(float m11, float m12,
|
||||||
|
float m21, float m22)
|
||||||
|
{
|
||||||
|
M11 = m11;
|
||||||
|
M12 = m12;
|
||||||
|
|
||||||
|
M21 = m21;
|
||||||
|
M22 = m22;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2x2 operator +(Matrix2x2 value1, Matrix2x2 value2)
|
||||||
|
{
|
||||||
|
Matrix2x2 m;
|
||||||
|
|
||||||
|
m.M11 = value1.M11 + value2.M11;
|
||||||
|
m.M12 = value1.M12 + value2.M12;
|
||||||
|
m.M21 = value1.M21 + value2.M21;
|
||||||
|
m.M22 = value1.M22 + value2.M22;
|
||||||
|
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2x2 operator -(Matrix2x2 value1, float value2)
|
||||||
|
{
|
||||||
|
Matrix2x2 m;
|
||||||
|
|
||||||
|
m.M11 = value1.M11 - value2;
|
||||||
|
m.M12 = value1.M12 - value2;
|
||||||
|
m.M21 = value1.M21 - value2;
|
||||||
|
m.M22 = value1.M22 - value2;
|
||||||
|
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2x2 operator *(Matrix2x2 value1, float value2)
|
||||||
|
{
|
||||||
|
Matrix2x2 m;
|
||||||
|
|
||||||
|
m.M11 = value1.M11 * value2;
|
||||||
|
m.M12 = value1.M12 * value2;
|
||||||
|
m.M21 = value1.M21 * value2;
|
||||||
|
m.M22 = value1.M22 * value2;
|
||||||
|
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Matrix2x2 operator *(Matrix2x2 value1, Matrix2x2 value2)
|
||||||
|
{
|
||||||
|
Matrix2x2 m;
|
||||||
|
|
||||||
|
// First row
|
||||||
|
m.M11 = value1.M11 * value2.M11 + value1.M12 * value2.M21;
|
||||||
|
m.M12 = value1.M11 * value2.M12 + value1.M12 * value2.M22;
|
||||||
|
|
||||||
|
// Second row
|
||||||
|
m.M21 = value1.M21 * value2.M11 + value1.M22 * value2.M21;
|
||||||
|
m.M22 = value1.M21 * value2.M12 + value1.M22 * value2.M22;
|
||||||
|
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
97
Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs
Normal file
97
Ryujinx.Audio/Renderer/Utils/Math/Matrix6x6.cs
Normal file
@ -0,0 +1,97 @@
|
|||||||
|
namespace Ryujinx.Audio.Renderer.Utils.Math
|
||||||
|
{
|
||||||
|
record struct Matrix6x6
|
||||||
|
{
|
||||||
|
public float M11;
|
||||||
|
public float M12;
|
||||||
|
public float M13;
|
||||||
|
public float M14;
|
||||||
|
public float M15;
|
||||||
|
public float M16;
|
||||||
|
|
||||||
|
public float M21;
|
||||||
|
public float M22;
|
||||||
|
public float M23;
|
||||||
|
public float M24;
|
||||||
|
public float M25;
|
||||||
|
public float M26;
|
||||||
|
|
||||||
|
public float M31;
|
||||||
|
public float M32;
|
||||||
|
public float M33;
|
||||||
|
public float M34;
|
||||||
|
public float M35;
|
||||||
|
public float M36;
|
||||||
|
|
||||||
|
public float M41;
|
||||||
|
public float M42;
|
||||||
|
public float M43;
|
||||||
|
public float M44;
|
||||||
|
public float M45;
|
||||||
|
public float M46;
|
||||||
|
|
||||||
|
public float M51;
|
||||||
|
public float M52;
|
||||||
|
public float M53;
|
||||||
|
public float M54;
|
||||||
|
public float M55;
|
||||||
|
public float M56;
|
||||||
|
|
||||||
|
public float M61;
|
||||||
|
public float M62;
|
||||||
|
public float M63;
|
||||||
|
public float M64;
|
||||||
|
public float M65;
|
||||||
|
public float M66;
|
||||||
|
|
||||||
|
public Matrix6x6(float m11, float m12, float m13, float m14, float m15, float m16,
|
||||||
|
float m21, float m22, float m23, float m24, float m25, float m26,
|
||||||
|
float m31, float m32, float m33, float m34, float m35, float m36,
|
||||||
|
float m41, float m42, float m43, float m44, float m45, float m46,
|
||||||
|
float m51, float m52, float m53, float m54, float m55, float m56,
|
||||||
|
float m61, float m62, float m63, float m64, float m65, float m66)
|
||||||
|
{
|
||||||
|
M11 = m11;
|
||||||
|
M12 = m12;
|
||||||
|
M13 = m13;
|
||||||
|
M14 = m14;
|
||||||
|
M15 = m15;
|
||||||
|
M16 = m16;
|
||||||
|
|
||||||
|
M21 = m21;
|
||||||
|
M22 = m22;
|
||||||
|
M23 = m23;
|
||||||
|
M24 = m24;
|
||||||
|
M25 = m25;
|
||||||
|
M26 = m26;
|
||||||
|
|
||||||
|
M31 = m31;
|
||||||
|
M32 = m32;
|
||||||
|
M33 = m33;
|
||||||
|
M34 = m34;
|
||||||
|
M35 = m35;
|
||||||
|
M36 = m36;
|
||||||
|
|
||||||
|
M41 = m41;
|
||||||
|
M42 = m42;
|
||||||
|
M43 = m43;
|
||||||
|
M44 = m44;
|
||||||
|
M45 = m45;
|
||||||
|
M46 = m46;
|
||||||
|
|
||||||
|
M51 = m51;
|
||||||
|
M52 = m52;
|
||||||
|
M53 = m53;
|
||||||
|
M54 = m54;
|
||||||
|
M55 = m55;
|
||||||
|
M56 = m56;
|
||||||
|
|
||||||
|
M61 = m61;
|
||||||
|
M62 = m62;
|
||||||
|
M63 = m63;
|
||||||
|
M64 = m64;
|
||||||
|
M65 = m65;
|
||||||
|
M66 = m66;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
45
Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs
Normal file
45
Ryujinx.Audio/Renderer/Utils/Math/MatrixHelper.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
using Ryujinx.Audio.Renderer.Utils.Math;
|
||||||
|
using System.Numerics;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
|
namespace Ryujinx.Audio.Renderer.Dsp
|
||||||
|
{
|
||||||
|
static class MatrixHelper
|
||||||
|
{
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector6 Transform(ref Vector6 value1, ref Matrix6x6 value2)
|
||||||
|
{
|
||||||
|
return new Vector6
|
||||||
|
{
|
||||||
|
X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W + value2.M15 * value1.V + value2.M16 * value1.U,
|
||||||
|
Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W + value2.M25 * value1.V + value2.M26 * value1.U,
|
||||||
|
Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W + value2.M35 * value1.V + value2.M36 * value1.U,
|
||||||
|
W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W + value2.M45 * value1.V + value2.M46 * value1.U,
|
||||||
|
V = value2.M51 * value1.X + value2.M52 * value1.Y + value2.M53 * value1.Z + value2.M54 * value1.W + value2.M55 * value1.V + value2.M56 * value1.U,
|
||||||
|
U = value2.M61 * value1.X + value2.M62 * value1.Y + value2.M63 * value1.Z + value2.M64 * value1.W + value2.M65 * value1.V + value2.M66 * value1.U,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector4 Transform(ref Vector4 value1, ref Matrix4x4 value2)
|
||||||
|
{
|
||||||
|
return new Vector4
|
||||||
|
{
|
||||||
|
X = value2.M11 * value1.X + value2.M12 * value1.Y + value2.M13 * value1.Z + value2.M14 * value1.W,
|
||||||
|
Y = value2.M21 * value1.X + value2.M22 * value1.Y + value2.M23 * value1.Z + value2.M24 * value1.W,
|
||||||
|
Z = value2.M31 * value1.X + value2.M32 * value1.Y + value2.M33 * value1.Z + value2.M34 * value1.W,
|
||||||
|
W = value2.M41 * value1.X + value2.M42 * value1.Y + value2.M43 * value1.Z + value2.M44 * value1.W
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector2 Transform(ref Vector2 value1, ref Matrix2x2 value2)
|
||||||
|
{
|
||||||
|
return new Vector2
|
||||||
|
{
|
||||||
|
X = value2.M11 * value1.X + value2.M12 * value1.Y,
|
||||||
|
Y = value2.M21 * value1.X + value2.M22 * value1.Y,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
56
Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs
Normal file
56
Ryujinx.Audio/Renderer/Utils/Math/Vector6.cs
Normal file
@ -0,0 +1,56 @@
|
|||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
|
namespace Ryujinx.Audio.Renderer.Utils.Math
|
||||||
|
{
|
||||||
|
record struct Vector6
|
||||||
|
{
|
||||||
|
public float X;
|
||||||
|
public float Y;
|
||||||
|
public float Z;
|
||||||
|
public float W;
|
||||||
|
public float V;
|
||||||
|
public float U;
|
||||||
|
|
||||||
|
public Vector6(float value) : this(value, value, value, value, value, value)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector6(float x, float y, float z, float w, float v, float u)
|
||||||
|
{
|
||||||
|
X = x;
|
||||||
|
Y = y;
|
||||||
|
Z = z;
|
||||||
|
W = w;
|
||||||
|
V = v;
|
||||||
|
U = u;
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector6 operator +(Vector6 left, Vector6 right)
|
||||||
|
{
|
||||||
|
return new Vector6(left.X + right.X,
|
||||||
|
left.Y + right.Y,
|
||||||
|
left.Z + right.Z,
|
||||||
|
left.W + right.W,
|
||||||
|
left.V + right.V,
|
||||||
|
left.U + right.U);
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector6 operator *(Vector6 left, Vector6 right)
|
||||||
|
{
|
||||||
|
return new Vector6(left.X * right.X,
|
||||||
|
left.Y * right.Y,
|
||||||
|
left.Z * right.Z,
|
||||||
|
left.W * right.W,
|
||||||
|
left.V * right.V,
|
||||||
|
left.U * right.U);
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
public static Vector6 operator *(Vector6 left, float right)
|
||||||
|
{
|
||||||
|
return left * new Vector6(right);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -35,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
private byte _vsClipDistancesWritten;
|
private byte _vsClipDistancesWritten;
|
||||||
|
|
||||||
private bool _prevDrawIndexed;
|
private bool _prevDrawIndexed;
|
||||||
|
private IndexType _prevIndexType;
|
||||||
|
private uint _prevFirstVertex;
|
||||||
private bool _prevTfEnable;
|
private bool _prevTfEnable;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -214,6 +216,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
_prevDrawIndexed = _drawState.DrawIndexed;
|
_prevDrawIndexed = _drawState.DrawIndexed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// In some cases, the index type is also used to guess the
|
||||||
|
// vertex buffer size, so we must update it if the type changed too.
|
||||||
|
if (_drawState.DrawIndexed &&
|
||||||
|
(_prevIndexType != _state.State.IndexBufferState.Type ||
|
||||||
|
_prevFirstVertex != _state.State.FirstVertex))
|
||||||
|
{
|
||||||
|
_updateTracker.ForceDirty(VertexBufferStateIndex);
|
||||||
|
_prevIndexType = _state.State.IndexBufferState.Type;
|
||||||
|
_prevFirstVertex = _state.State.FirstVertex;
|
||||||
|
}
|
||||||
|
|
||||||
bool tfEnable = _state.State.TfEnable;
|
bool tfEnable = _state.State.TfEnable;
|
||||||
|
|
||||||
if (!tfEnable && _prevTfEnable)
|
if (!tfEnable && _prevTfEnable)
|
||||||
@ -867,6 +880,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void UpdateVertexBufferState()
|
private void UpdateVertexBufferState()
|
||||||
{
|
{
|
||||||
|
IndexType indexType = _state.State.IndexBufferState.Type;
|
||||||
|
bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort;
|
||||||
|
|
||||||
_drawState.IsAnyVbInstanced = false;
|
_drawState.IsAnyVbInstanced = false;
|
||||||
|
|
||||||
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
|
||||||
@ -898,12 +914,27 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
{
|
{
|
||||||
// This size may be (much) larger than the real vertex buffer size.
|
// This size may be (much) larger than the real vertex buffer size.
|
||||||
// Avoid calculating it this way, unless we don't have any other option.
|
// Avoid calculating it this way, unless we don't have any other option.
|
||||||
|
|
||||||
size = endAddress.Pack() - address + 1;
|
size = endAddress.Pack() - address + 1;
|
||||||
|
|
||||||
|
if (stride > 0 && indexTypeSmall)
|
||||||
|
{
|
||||||
|
// If the index type is a small integer type, then we might be still able
|
||||||
|
// to reduce the vertex buffer size based on the maximum possible index value.
|
||||||
|
|
||||||
|
ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL;
|
||||||
|
|
||||||
|
maxVertexBufferSize += _state.State.FirstVertex;
|
||||||
|
maxVertexBufferSize *= (uint)stride;
|
||||||
|
|
||||||
|
size = Math.Min(size, maxVertexBufferSize);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// For non-indexed draws, we can guess the size from the vertex count
|
// For non-indexed draws, we can guess the size from the vertex count
|
||||||
// and stride.
|
// and stride.
|
||||||
|
|
||||||
int firstInstance = (int)_state.State.FirstInstance;
|
int firstInstance = (int)_state.State.FirstInstance;
|
||||||
|
|
||||||
var drawState = _state.State.VertexBufferDrawState;
|
var drawState = _state.State.VertexBufferDrawState;
|
||||||
|
@ -1136,17 +1136,33 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
/// <param name="range">Texture view physical memory ranges</param>
|
/// <param name="range">Texture view physical memory ranges</param>
|
||||||
/// <param name="layerSize">Layer size on the given texture</param>
|
/// <param name="layerSize">Layer size on the given texture</param>
|
||||||
/// <param name="caps">Host GPU capabilities</param>
|
/// <param name="caps">Host GPU capabilities</param>
|
||||||
|
/// <param name="allowMs">Indicates that multisample textures are allowed to match non-multisample requested textures</param>
|
||||||
/// <param name="firstLayer">Texture view initial layer on this texture</param>
|
/// <param name="firstLayer">Texture view initial layer on this texture</param>
|
||||||
/// <param name="firstLevel">Texture view first mipmap level on this texture</param>
|
/// <param name="firstLevel">Texture view first mipmap level on this texture</param>
|
||||||
/// <returns>The level of compatiblilty a view with the given parameters created from this texture has</returns>
|
/// <returns>The level of compatiblilty a view with the given parameters created from this texture has</returns>
|
||||||
public TextureViewCompatibility IsViewCompatible(TextureInfo info, MultiRange range, int layerSize, Capabilities caps, out int firstLayer, out int firstLevel)
|
public TextureViewCompatibility IsViewCompatible(TextureInfo info, MultiRange range, int layerSize, Capabilities caps, bool allowMs, out int firstLayer, out int firstLevel)
|
||||||
{
|
{
|
||||||
TextureViewCompatibility result = TextureViewCompatibility.Full;
|
TextureViewCompatibility result = TextureViewCompatibility.Full;
|
||||||
|
|
||||||
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info, caps));
|
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewFormatCompatible(Info, info, caps));
|
||||||
if (result != TextureViewCompatibility.Incompatible)
|
if (result != TextureViewCompatibility.Incompatible)
|
||||||
{
|
{
|
||||||
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info));
|
bool msTargetCompatible = false;
|
||||||
|
|
||||||
|
if (allowMs)
|
||||||
|
{
|
||||||
|
msTargetCompatible = Info.Target == Target.Texture2DMultisample && info.Target == Target.Texture2D;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!msTargetCompatible)
|
||||||
|
{
|
||||||
|
result = TextureCompatibility.PropagateViewCompatibility(result, TextureCompatibility.ViewTargetCompatible(Info, info));
|
||||||
|
|
||||||
|
if (Info.SamplesInX != info.SamplesInX || Info.SamplesInY != info.SamplesInY)
|
||||||
|
{
|
||||||
|
result = TextureViewCompatibility.Incompatible;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
|
if (result == TextureViewCompatibility.Full && Info.FormatInfo.Format != info.FormatInfo.Format && !_context.Capabilities.SupportsMismatchingViewFormat)
|
||||||
{
|
{
|
||||||
@ -1156,11 +1172,6 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
|
|
||||||
result = TextureViewCompatibility.CopyOnly;
|
result = TextureViewCompatibility.CopyOnly;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Info.SamplesInX != info.SamplesInX || Info.SamplesInY != info.SamplesInY)
|
|
||||||
{
|
|
||||||
result = TextureViewCompatibility.Incompatible;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
firstLayer = 0;
|
firstLayer = 0;
|
||||||
|
@ -542,7 +542,14 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
for (int index = 0; index < overlapsCount; index++)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
Texture overlap = _textureOverlaps[index];
|
Texture overlap = _textureOverlaps[index];
|
||||||
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(info, range.Value, sizeInfo.LayerSize, _context.Capabilities, out int firstLayer, out int firstLevel);
|
TextureViewCompatibility overlapCompatibility = overlap.IsViewCompatible(
|
||||||
|
info,
|
||||||
|
range.Value,
|
||||||
|
sizeInfo.LayerSize,
|
||||||
|
_context.Capabilities,
|
||||||
|
flags.HasFlag(TextureSearchFlags.ForCopy),
|
||||||
|
out int firstLayer,
|
||||||
|
out int firstLevel);
|
||||||
|
|
||||||
if (overlapCompatibility == TextureViewCompatibility.Full)
|
if (overlapCompatibility == TextureViewCompatibility.Full)
|
||||||
{
|
{
|
||||||
@ -650,7 +657,14 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
Texture overlap = _textureOverlaps[index];
|
Texture overlap = _textureOverlaps[index];
|
||||||
bool overlapInCache = overlap.CacheNode != null;
|
bool overlapInCache = overlap.CacheNode != null;
|
||||||
|
|
||||||
TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Range, overlap.LayerSize, _context.Capabilities, out int firstLayer, out int firstLevel);
|
TextureViewCompatibility compatibility = texture.IsViewCompatible(
|
||||||
|
overlap.Info,
|
||||||
|
overlap.Range,
|
||||||
|
overlap.LayerSize,
|
||||||
|
_context.Capabilities,
|
||||||
|
false,
|
||||||
|
out int firstLayer,
|
||||||
|
out int firstLevel);
|
||||||
|
|
||||||
if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
|
if (overlap.IsView && compatibility == TextureViewCompatibility.Full)
|
||||||
{
|
{
|
||||||
@ -1000,20 +1014,34 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
depthOrLayers = info.DepthOrLayers;
|
depthOrLayers = info.DepthOrLayers;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 2D and 2D multisample textures are not considered compatible.
|
||||||
|
// This specific case is required for copies, where the source texture might be multisample.
|
||||||
|
// In this case, we inherit the parent texture multisample state.
|
||||||
|
Target target = info.Target;
|
||||||
|
int samplesInX = info.SamplesInX;
|
||||||
|
int samplesInY = info.SamplesInY;
|
||||||
|
|
||||||
|
if (target == Target.Texture2D && parent.Target == Target.Texture2DMultisample)
|
||||||
|
{
|
||||||
|
target = Target.Texture2DMultisample;
|
||||||
|
samplesInX = parent.Info.SamplesInX;
|
||||||
|
samplesInY = parent.Info.SamplesInY;
|
||||||
|
}
|
||||||
|
|
||||||
return new TextureInfo(
|
return new TextureInfo(
|
||||||
info.GpuAddress,
|
info.GpuAddress,
|
||||||
width,
|
width,
|
||||||
height,
|
height,
|
||||||
depthOrLayers,
|
depthOrLayers,
|
||||||
info.Levels,
|
info.Levels,
|
||||||
info.SamplesInX,
|
samplesInX,
|
||||||
info.SamplesInY,
|
samplesInY,
|
||||||
info.Stride,
|
info.Stride,
|
||||||
info.IsLinear,
|
info.IsLinear,
|
||||||
info.GobBlocksInY,
|
info.GobBlocksInY,
|
||||||
info.GobBlocksInZ,
|
info.GobBlocksInZ,
|
||||||
info.GobBlocksInTileX,
|
info.GobBlocksInTileX,
|
||||||
info.Target,
|
target,
|
||||||
info.FormatInfo,
|
info.FormatInfo,
|
||||||
info.DepthStencilMode,
|
info.DepthStencilMode,
|
||||||
info.SwizzleR,
|
info.SwizzleR,
|
||||||
|
@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Version of the codegen (to be changed when codegen or guest format change).
|
/// Version of the codegen (to be changed when codegen or guest format change).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private const ulong ShaderCodeGenVersion = 3054;
|
private const ulong ShaderCodeGenVersion = 3184;
|
||||||
|
|
||||||
// Progress reporting helpers
|
// Progress reporting helpers
|
||||||
private volatile int _shaderCount;
|
private volatile int _shaderCount;
|
||||||
|
@ -7,138 +7,135 @@ namespace Ryujinx.Graphics.Shader.Instructions
|
|||||||
{
|
{
|
||||||
static class Lop3Expression
|
static class Lop3Expression
|
||||||
{
|
{
|
||||||
public static Operand GetFromTruthTable(EmitterContext context, Operand srcA, Operand srcB, Operand srcC, int imm)
|
private enum TruthTable : byte
|
||||||
{
|
{
|
||||||
Operand expr = null;
|
False = 0x00, // false
|
||||||
|
True = 0xff, // true
|
||||||
// Handle some simple cases, or cases where
|
In = 0xf0, // a
|
||||||
// the KMap would yield poor results (like XORs).
|
And2 = 0xc0, // a & b
|
||||||
if (imm == 0x96 || imm == 0x69)
|
Or2 = 0xfc, // a | b
|
||||||
{
|
Xor2 = 0x3c, // a ^ b
|
||||||
// XOR (0x96) and XNOR (0x69).
|
And3 = 0x80, // a & b & c
|
||||||
if (imm == 0x69)
|
Or3 = 0xfe, // a | b | c
|
||||||
{
|
XorAnd = 0x60, // a & (b ^ c)
|
||||||
srcA = context.BitwiseNot(srcA);
|
XorOr = 0xf6, // a | (b ^ c)
|
||||||
}
|
OrAnd = 0xe0, // a & (b | c)
|
||||||
|
AndOr = 0xf8, // a | (b & c)
|
||||||
expr = context.BitwiseExclusiveOr(srcA, srcB);
|
Onehot = 0x16, // (a & !b & !c) | (!a & b & !c) | (!a & !b & c) - Only one value is true.
|
||||||
expr = context.BitwiseExclusiveOr(expr, srcC);
|
Majority = 0xe8, // Popcount(a, b, c) >= 2
|
||||||
|
Gamble = 0x81, // (a & b & c) | (!a & !b & !c) - All on or all off
|
||||||
return expr;
|
InverseGamble = 0x7e, // Inverse of Gamble
|
||||||
}
|
Dot = 0x1a, // a ^ (c | (a & b))
|
||||||
else if (imm == 0)
|
Mux = 0xca, // a ? b : c
|
||||||
{
|
AndXor = 0x78, // a ^ (b & c)
|
||||||
// Always false.
|
OrXor = 0x1e, // a ^ (b | c)
|
||||||
return Const(IrConsts.False);
|
Xor3 = 0x96, // a ^ b ^ c
|
||||||
}
|
|
||||||
else if (imm == 0xff)
|
|
||||||
{
|
|
||||||
// Always true.
|
|
||||||
return Const(IrConsts.True);
|
|
||||||
}
|
|
||||||
|
|
||||||
int map;
|
|
||||||
|
|
||||||
// Encode into gray code.
|
|
||||||
map = ((imm >> 0) & 1) << 0;
|
|
||||||
map |= ((imm >> 1) & 1) << 4;
|
|
||||||
map |= ((imm >> 2) & 1) << 1;
|
|
||||||
map |= ((imm >> 3) & 1) << 5;
|
|
||||||
map |= ((imm >> 4) & 1) << 3;
|
|
||||||
map |= ((imm >> 5) & 1) << 7;
|
|
||||||
map |= ((imm >> 6) & 1) << 2;
|
|
||||||
map |= ((imm >> 7) & 1) << 6;
|
|
||||||
|
|
||||||
// Solve KMap, get sum of products.
|
|
||||||
int visited = 0;
|
|
||||||
|
|
||||||
for (int index = 0; index < 8 && visited != 0xff; index++)
|
|
||||||
{
|
|
||||||
if ((map & (1 << index)) == 0)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
int mask = 0;
|
|
||||||
|
|
||||||
for (int mSize = 4; mSize != 0; mSize >>= 1)
|
|
||||||
{
|
|
||||||
mask = RotateLeft4((1 << mSize) - 1, index & 3) << (index & 4);
|
|
||||||
|
|
||||||
if ((map & mask) == mask)
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// The mask should wrap, if we are on the high row, shift to low etc.
|
|
||||||
int mask2 = (index & 4) != 0 ? mask >> 4 : mask << 4;
|
|
||||||
|
|
||||||
if ((map & mask2) == mask2)
|
|
||||||
{
|
|
||||||
mask |= mask2;
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((mask & visited) == mask)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool notA = (mask & 0x33) != 0;
|
|
||||||
bool notB = (mask & 0x99) != 0;
|
|
||||||
bool notC = (mask & 0x0f) != 0;
|
|
||||||
|
|
||||||
bool aChanges = (mask & 0xcc) != 0 && notA;
|
|
||||||
bool bChanges = (mask & 0x66) != 0 && notB;
|
|
||||||
bool cChanges = (mask & 0xf0) != 0 && notC;
|
|
||||||
|
|
||||||
Operand localExpr = null;
|
|
||||||
|
|
||||||
void And(Operand source)
|
|
||||||
{
|
|
||||||
if (localExpr != null)
|
|
||||||
{
|
|
||||||
localExpr = context.BitwiseAnd(localExpr, source);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
localExpr = source;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!aChanges)
|
|
||||||
{
|
|
||||||
And(context.BitwiseNot(srcA, notA));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!bChanges)
|
|
||||||
{
|
|
||||||
And(context.BitwiseNot(srcB, notB));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!cChanges)
|
|
||||||
{
|
|
||||||
And(context.BitwiseNot(srcC, notC));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (expr != null)
|
|
||||||
{
|
|
||||||
expr = context.BitwiseOr(expr, localExpr);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
expr = localExpr;
|
|
||||||
}
|
|
||||||
|
|
||||||
visited |= mask;
|
|
||||||
}
|
|
||||||
|
|
||||||
return expr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static int RotateLeft4(int value, int shift)
|
public static Operand GetFromTruthTable(EmitterContext context, Operand srcA, Operand srcB, Operand srcC, int imm)
|
||||||
{
|
{
|
||||||
return ((value << shift) | (value >> (4 - shift))) & 0xf;
|
for (int i = 0; i < 0x40; i++)
|
||||||
|
{
|
||||||
|
TruthTable currImm = (TruthTable)imm;
|
||||||
|
|
||||||
|
Operand x = srcA;
|
||||||
|
Operand y = srcB;
|
||||||
|
Operand z = srcC;
|
||||||
|
|
||||||
|
if ((i & 0x01) != 0)
|
||||||
|
{
|
||||||
|
(x, y) = (y, x);
|
||||||
|
currImm = PermuteTable(currImm, 7, 6, 3, 2, 5, 4, 1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & 0x02) != 0)
|
||||||
|
{
|
||||||
|
(x, z) = (z, x);
|
||||||
|
currImm = PermuteTable(currImm, 7, 3, 5, 1, 6, 2, 4, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & 0x04) != 0)
|
||||||
|
{
|
||||||
|
(y, z) = (z, y);
|
||||||
|
currImm = PermuteTable(currImm, 7, 5, 6, 4, 3, 1, 2, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & 0x08) != 0)
|
||||||
|
{
|
||||||
|
x = context.BitwiseNot(x);
|
||||||
|
currImm = PermuteTable(currImm, 3, 2, 1, 0, 7, 6, 5, 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & 0x10) != 0)
|
||||||
|
{
|
||||||
|
y = context.BitwiseNot(y);
|
||||||
|
currImm = PermuteTable(currImm, 5, 4, 7, 6, 1, 0, 3, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((i & 0x20) != 0)
|
||||||
|
{
|
||||||
|
z = context.BitwiseNot(z);
|
||||||
|
currImm = PermuteTable(currImm, 6, 7, 4, 5, 2, 3, 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
Operand result = GetExpr(currImm, context, x, y, z);
|
||||||
|
if (result != null)
|
||||||
|
{
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Operand notResult = GetExpr((TruthTable)((~(int)currImm) & 0xff), context, x, y, z);
|
||||||
|
if (notResult != null)
|
||||||
|
{
|
||||||
|
return context.BitwiseNot(notResult);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Operand GetExpr(TruthTable imm, EmitterContext context, Operand x, Operand y, Operand z)
|
||||||
|
{
|
||||||
|
return imm switch
|
||||||
|
{
|
||||||
|
TruthTable.False => Const(0),
|
||||||
|
TruthTable.True => Const(-1),
|
||||||
|
TruthTable.In => x,
|
||||||
|
TruthTable.And2 => context.BitwiseAnd(x, y),
|
||||||
|
TruthTable.Or2 => context.BitwiseOr(x, y),
|
||||||
|
TruthTable.Xor2 => context.BitwiseExclusiveOr(x, y),
|
||||||
|
TruthTable.And3 => context.BitwiseAnd(x, context.BitwiseAnd(y, z)),
|
||||||
|
TruthTable.Or3 => context.BitwiseOr(x, context.BitwiseOr(y, z)),
|
||||||
|
TruthTable.XorAnd => context.BitwiseAnd(x, context.BitwiseExclusiveOr(y, z)),
|
||||||
|
TruthTable.XorOr => context.BitwiseOr(x, context.BitwiseExclusiveOr(y, z)),
|
||||||
|
TruthTable.OrAnd => context.BitwiseAnd(x, context.BitwiseOr(y, z)),
|
||||||
|
TruthTable.AndOr => context.BitwiseOr(x, context.BitwiseAnd(y, z)),
|
||||||
|
TruthTable.Onehot => context.BitwiseExclusiveOr(context.BitwiseOr(x, y), context.BitwiseOr(z, context.BitwiseAnd(x, y))),
|
||||||
|
TruthTable.Majority => context.BitwiseAnd(context.BitwiseOr(x, y), context.BitwiseOr(z, context.BitwiseAnd(x, y))),
|
||||||
|
TruthTable.InverseGamble => context.BitwiseOr(context.BitwiseExclusiveOr(x, y), context.BitwiseExclusiveOr(x, z)),
|
||||||
|
TruthTable.Dot => context.BitwiseAnd(context.BitwiseExclusiveOr(x, z), context.BitwiseOr(context.BitwiseNot(y), z)),
|
||||||
|
TruthTable.Mux => context.BitwiseOr(context.BitwiseAnd(x, y), context.BitwiseAnd(context.BitwiseNot(x), z)),
|
||||||
|
TruthTable.AndXor => context.BitwiseExclusiveOr(x, context.BitwiseAnd(y, z)),
|
||||||
|
TruthTable.OrXor => context.BitwiseExclusiveOr(x, context.BitwiseOr(y, z)),
|
||||||
|
TruthTable.Xor3 => context.BitwiseExclusiveOr(x, context.BitwiseExclusiveOr(y, z)),
|
||||||
|
_ => null
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private static TruthTable PermuteTable(TruthTable imm, int bit7, int bit6, int bit5, int bit4, int bit3, int bit2, int bit1, int bit0)
|
||||||
|
{
|
||||||
|
int result = 0;
|
||||||
|
|
||||||
|
result |= (((int)imm >> 0) & 1) << bit0;
|
||||||
|
result |= (((int)imm >> 1) & 1) << bit1;
|
||||||
|
result |= (((int)imm >> 2) & 1) << bit2;
|
||||||
|
result |= (((int)imm >> 3) & 1) << bit3;
|
||||||
|
result |= (((int)imm >> 4) & 1) << bit4;
|
||||||
|
result |= (((int)imm >> 5) & 1) << bit5;
|
||||||
|
result |= (((int)imm >> 6) & 1) << bit6;
|
||||||
|
result |= (((int)imm >> 7) & 1) << bit7;
|
||||||
|
|
||||||
|
return (TruthTable)result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -161,7 +161,7 @@ namespace Ryujinx.HLE.HOS
|
|||||||
|
|
||||||
if (titleModsPath == null)
|
if (titleModsPath == null)
|
||||||
{
|
{
|
||||||
Logger.Info?.Print(LogClass.ModLoader, $"Creating mods dir for Title {titleId.ToUpper()}");
|
Logger.Info?.Print(LogClass.ModLoader, $"Creating mods directory for Title {titleId.ToUpper()}");
|
||||||
titleModsPath = contentsDir.CreateSubdirectory(titleId);
|
titleModsPath = contentsDir.CreateSubdirectory(titleId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -86,23 +86,10 @@ namespace Ryujinx.Ui.Widgets
|
|||||||
|
|
||||||
if (ResultFs.TargetNotFound.Includes(result))
|
if (ResultFs.TargetNotFound.Includes(result))
|
||||||
{
|
{
|
||||||
// Savedata was not found. Ask the user if they want to create it
|
|
||||||
using MessageDialog messageDialog = new MessageDialog(null, DialogFlags.Modal, MessageType.Question, ButtonsType.YesNo, null)
|
|
||||||
{
|
|
||||||
Title = "Ryujinx",
|
|
||||||
Icon = new Gdk.Pixbuf(Assembly.GetExecutingAssembly(), "Ryujinx.Ui.Resources.Logo_Ryujinx.png"),
|
|
||||||
Text = $"There is no savedata for {titleName} [{titleId:x16}]",
|
|
||||||
SecondaryText = "Would you like to create savedata for this game?",
|
|
||||||
WindowPosition = WindowPosition.Center
|
|
||||||
};
|
|
||||||
|
|
||||||
if (messageDialog.Run() != (int)ResponseType.Yes)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
ref ApplicationControlProperty control = ref controlHolder.Value;
|
ref ApplicationControlProperty control = ref controlHolder.Value;
|
||||||
|
|
||||||
|
Logger.Info?.Print(LogClass.Application, $"Creating save directory for Title: {titleName} [{titleId:x16}]");
|
||||||
|
|
||||||
if (Utilities.IsZeros(controlHolder.ByteSpan))
|
if (Utilities.IsZeros(controlHolder.ByteSpan))
|
||||||
{
|
{
|
||||||
// If the current application doesn't have a loaded control property, create a dummy one
|
// If the current application doesn't have a loaded control property, create a dummy one
|
||||||
|
Reference in New Issue
Block a user