Audren: Implement polyphase upsampler (#4256)
* Audren: Implement polyphase upsampler * prefer shifting to modulo * prefer MathF * fix nits * rm ResampleForUpsampler * oop * Array20 * nits
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@ -40,6 +40,12 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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}
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}
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if (info.BufferStates?.Length != (int)inputCount)
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{
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// Keep state if possible.
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info.BufferStates = new UpsamplerBufferState[(int)inputCount];
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}
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UpsamplerInfo = info;
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UpsamplerInfo = info;
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}
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}
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@ -50,8 +56,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public void Process(CommandList context)
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public void Process(CommandList context)
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{
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{
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float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
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uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
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uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
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for (int i = 0; i < bufferCount; i++)
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for (int i = 0; i < bufferCount; i++)
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@ -59,9 +63,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
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Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
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Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
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Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
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float fraction = 0.0f;
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UpsamplerHelper.Upsample(outputBuffer, inputBuffer, (int)UpsamplerInfo.SampleCount, (int)InputSampleCount, ref UpsamplerInfo.BufferStates[i]);
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ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
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}
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}
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}
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}
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}
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}
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@ -579,52 +579,5 @@ namespace Ryujinx.Audio.Renderer.Dsp
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fraction -= (int)fraction;
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fraction -= (int)fraction;
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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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public static void ResampleForUpsampler(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float ratio, ref float fraction, int sampleCount)
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{
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// Currently a simple cubic interpolation, assuming duplicated values at edges.
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// TODO: Discover and use algorithm that the switch uses.
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int inputBufferIndex = 0;
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int maxIndex = inputBuffer.Length - 1;
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int cubicEnd = inputBuffer.Length - 3;
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for (int i = 0; i < sampleCount; i++)
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{
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float s0, s1, s2, s3;
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s1 = inputBuffer[inputBufferIndex];
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if (inputBufferIndex == 0 || inputBufferIndex > cubicEnd)
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{
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// Clamp interplation values at the ends of the input buffer.
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s0 = inputBuffer[Math.Max(0, inputBufferIndex - 1)];
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s2 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 1)];
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s3 = inputBuffer[Math.Min(maxIndex, inputBufferIndex + 2)];
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}
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else
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{
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s0 = inputBuffer[inputBufferIndex - 1];
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s2 = inputBuffer[inputBufferIndex + 1];
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s3 = inputBuffer[inputBufferIndex + 2];
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}
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float a = s3 - s2 - s0 + s1;
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float b = s0 - s1 - a;
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float c = s2 - s0;
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float d = s1;
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float f2 = fraction * fraction;
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float f3 = f2 * fraction;
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outputBuffer[i] = a * f3 + b * f2 + c * fraction + d;
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fraction += ratio;
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inputBufferIndex += (int)MathF.Truncate(fraction);
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fraction -= (int)fraction;
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}
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}
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}
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}
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}
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}
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175
Ryujinx.Audio/Renderer/Dsp/UpsamplerHelper.cs
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175
Ryujinx.Audio/Renderer/Dsp/UpsamplerHelper.cs
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@ -0,0 +1,175 @@
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using Ryujinx.Common.Memory;
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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
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{
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public class UpsamplerHelper
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{
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private const int HistoryLength = UpsamplerBufferState.HistoryLength;
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private const int FilterBankLength = 20;
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// Bank0 = [0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
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private const int Bank0CenterIndex = 9;
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private static readonly Array20<float> Bank1 = PrecomputeFilterBank(1.0f / 6.0f);
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private static readonly Array20<float> Bank2 = PrecomputeFilterBank(2.0f / 6.0f);
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private static readonly Array20<float> Bank3 = PrecomputeFilterBank(3.0f / 6.0f);
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private static readonly Array20<float> Bank4 = PrecomputeFilterBank(4.0f / 6.0f);
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private static readonly Array20<float> Bank5 = PrecomputeFilterBank(5.0f / 6.0f);
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private static Array20<float> PrecomputeFilterBank(float offset)
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{
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float Sinc(float x)
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{
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if (x == 0)
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{
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return 1.0f;
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}
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return (MathF.Sin(MathF.PI * x) / (MathF.PI * x));
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}
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float BlackmanWindow(float x)
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{
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const float a = 0.18f;
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const float a0 = 0.5f - 0.5f * a;
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const float a1 = -0.5f;
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const float a2 = 0.5f * a;
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return a0 + a1 * MathF.Cos(2 * MathF.PI * x) + a2 * MathF.Cos(4 * MathF.PI * x);
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}
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Array20<float> result = new Array20<float>();
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for (int i = 0; i < FilterBankLength; i++)
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{
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float x = (Bank0CenterIndex - i) + offset;
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result[i] = Sinc(x) * BlackmanWindow(x / FilterBankLength + 0.5f);
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}
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return result;
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}
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// Polyphase upsampling algorithm
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Upsample(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int outputSampleCount, int inputSampleCount, ref UpsamplerBufferState state)
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{
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if (!state.Initialized)
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{
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state.Scale = inputSampleCount switch
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{
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40 => 6.0f,
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80 => 3.0f,
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160 => 1.5f,
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_ => throw new ArgumentOutOfRangeException()
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};
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state.Initialized = true;
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}
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if (outputSampleCount == 0)
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{
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return;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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float DoFilterBank(ref UpsamplerBufferState state, in Array20<float> bank)
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{
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float result = 0.0f;
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Debug.Assert(state.History.Length == HistoryLength);
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Debug.Assert(bank.Length == FilterBankLength);
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for (int j = 0; j < FilterBankLength; j++)
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{
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result += bank[j] * state.History[j];
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}
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return result;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void NextInput(ref UpsamplerBufferState state, float input)
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{
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state.History.AsSpan().Slice(1).CopyTo(state.History.AsSpan());
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state.History[HistoryLength - 1] = input;
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}
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int inputBufferIndex = 0;
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switch (state.Scale)
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{
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case 6.0f:
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for (int i = 0; i < outputSampleCount; i++)
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{
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switch (state.Phase)
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{
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case 0:
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NextInput(ref state, inputBuffer[inputBufferIndex++]);
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outputBuffer[i] = state.History[Bank0CenterIndex];
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break;
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case 1:
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outputBuffer[i] = DoFilterBank(ref state, Bank1);
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break;
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case 2:
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outputBuffer[i] = DoFilterBank(ref state, Bank2);
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break;
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case 3:
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outputBuffer[i] = DoFilterBank(ref state, Bank3);
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break;
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case 4:
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outputBuffer[i] = DoFilterBank(ref state, Bank4);
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break;
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case 5:
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outputBuffer[i] = DoFilterBank(ref state, Bank5);
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break;
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}
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state.Phase = (state.Phase + 1) % 6;
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}
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break;
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case 3.0f:
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for (int i = 0; i < outputSampleCount; i++)
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{
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switch (state.Phase)
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{
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case 0:
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NextInput(ref state, inputBuffer[inputBufferIndex++]);
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outputBuffer[i] = state.History[Bank0CenterIndex];
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break;
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case 1:
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outputBuffer[i] = DoFilterBank(ref state, Bank2);
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break;
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case 2:
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outputBuffer[i] = DoFilterBank(ref state, Bank4);
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break;
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}
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state.Phase = (state.Phase + 1) % 3;
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}
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break;
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case 1.5f:
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// Upsample by 3 then decimate by 2.
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for (int i = 0; i < outputSampleCount; i++)
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{
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switch (state.Phase)
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{
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case 0:
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NextInput(ref state, inputBuffer[inputBufferIndex++]);
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outputBuffer[i] = state.History[Bank0CenterIndex];
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break;
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case 1:
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outputBuffer[i] = DoFilterBank(ref state, Bank4);
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break;
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case 2:
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NextInput(ref state, inputBuffer[inputBufferIndex++]);
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outputBuffer[i] = DoFilterBank(ref state, Bank2);
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break;
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}
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state.Phase = (state.Phase + 1) % 3;
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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@ -0,0 +1,14 @@
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using Ryujinx.Common.Memory;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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public struct UpsamplerBufferState
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{
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public const int HistoryLength = 20;
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public float Scale;
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public Array20<float> History;
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public bool Initialized;
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public int Phase;
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}
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}
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@ -37,6 +37,11 @@ namespace Ryujinx.Audio.Renderer.Server.Upsampler
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/// </summary>
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/// </summary>
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public ushort[] InputBufferIndices;
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public ushort[] InputBufferIndices;
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/// <summary>
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/// State of each input buffer index kept across invocations of the upsampler.
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/// </summary>
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public UpsamplerBufferState[] BufferStates;
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/// <summary>
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/// <summary>
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/// Create a new <see cref="UpsamplerState"/>.
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/// Create a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// </summary>
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