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authorChris Robinson <[email protected]>2019-04-30 23:27:09 -0700
committerChris Robinson <[email protected]>2019-04-30 23:28:57 -0700
commit6281f6e85a8f26ce1ca2b7ad018657805c2acdf4 (patch)
tree23f9d83476525c3bedd1a386472fe3d30c302413
parent85439cbd87ca5db7aa9773cb2438c5c1fb5731b3 (diff)
Avoid masking offsets in the inner reverb loops
-rw-r--r--Alc/effects/reverb.cpp242
1 files changed, 158 insertions, 84 deletions
diff --git a/Alc/effects/reverb.cpp b/Alc/effects/reverb.cpp
index 628f4349..927c545a 100644
--- a/Alc/effects/reverb.cpp
+++ b/Alc/effects/reverb.cpp
@@ -230,24 +230,17 @@ struct DelayLineI {
ALfloat (*Line)[NUM_LINES]{nullptr};
- /* Basic delay line input/output routines. */
- inline ALfloat get(const ALsizei offset, const ALsizei c) const noexcept
- { return Line[offset&Mask][c]; }
-
- /* Cross-faded delay line output routine. Instead of interpolating the
- * offsets, this interpolates (cross-fades) the outputs at each offset.
- */
- inline ALfloat getFaded(const ALsizei off0, const ALsizei off1, const ALsizei c,
- const ALfloat sc0, const ALfloat sc1) const noexcept
- { return Line[off0&Mask][c]*sc0 + Line[off1&Mask][c]*sc1; }
-
-
- inline void write(ALsizei offset, const ALsizei c, const ALfloat *RESTRICT in,
- ALsizei count) const noexcept
+ void write(ALsizei offset, const ALsizei c, const ALfloat *RESTRICT in, const ALsizei count) const noexcept
{
ASSUME(count > 0);
- for(ALsizei i{0};i < count;i++)
- Line[(offset++)&Mask][c] = in[i];
+ for(ALsizei i{0};i < count;)
+ {
+ offset &= Mask;
+ ALsizei td{mini(Mask+1 - offset, count - i)};
+ do {
+ Line[offset++][c] = in[i++];
+ } while(--td);
+ }
}
};
@@ -273,7 +266,7 @@ struct T60Filter {
const ALfloat hfDecayTime, const ALfloat lf0norm, const ALfloat hf0norm);
/* Applies the two T60 damping filter sections. */
- inline void process(ALfloat *samples, const ALsizei todo)
+ void process(ALfloat *samples, const ALsizei todo)
{
HFFilter.process(samples, samples, todo);
LFFilter.process(samples, samples, todo);
@@ -1056,8 +1049,6 @@ inline void VectorPartialScatter(ALfloat *RESTRICT out, const ALfloat *RESTRICT
out[2] = xCoeff*in[2] + yCoeff*( in[0] + -in[1] + in[3]);
out[3] = xCoeff*in[3] + yCoeff*(-in[0] + -in[1] + -in[2] );
}
-#define VectorScatterDelayIn(delay, o, in, xcoeff, ycoeff) \
- VectorPartialScatter((delay)->Line[(o)&(delay)->Mask], in, xcoeff, ycoeff)
/* Utilizes the above, but reverses the input channels. */
inline void VectorScatterRevDelayIn(const DelayLineI *Delay, ALint offset,
@@ -1065,14 +1056,21 @@ inline void VectorScatterRevDelayIn(const DelayLineI *Delay, ALint offset,
const ALfloat (*RESTRICT in)[BUFFERSIZE], const ALsizei count)
{
const DelayLineI delay{*Delay};
+
ASSUME(base >= 0);
- for(ALsizei i{0};i < count;++i)
- {
- ALfloat f[NUM_LINES];
- for(ALsizei j{0};j < NUM_LINES;j++)
- f[NUM_LINES-1-j] = in[j][base+i];
- VectorScatterDelayIn(&delay, offset++, f, xCoeff, yCoeff);
+ for(ALsizei i{0};i < count;)
+ {
+ offset &= delay.Mask;
+ ALsizei td{mini(delay.Mask+1 - offset, count-i)};
+ do {
+ ALfloat f[NUM_LINES];
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ f[NUM_LINES-1-j] = in[j][base+i];
+ ++i;
+
+ VectorPartialScatter(delay.Line[offset++], f, xCoeff, yCoeff);
+ } while(--td);
}
}
@@ -1097,21 +1095,31 @@ void VecAllpass::processUnfaded(ALfloat (*RESTRICT samples)[BUFFERSIZE], ALsizei
ALsizei vap_offset[NUM_LINES];
for(ALsizei j{0};j < NUM_LINES;j++)
vap_offset[j] = offset - Offset[j][0];
- for(ALsizei i{0};i < todo;i++)
+ for(ALsizei i{0};i < todo;)
{
- ALfloat f[NUM_LINES];
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ vap_offset[j] &= delay.Mask;
+ offset &= delay.Mask;
+ ALsizei maxoff{offset};
for(ALsizei j{0};j < NUM_LINES;j++)
- {
- ALfloat input = samples[j][i];
- ALfloat out = delay.get(vap_offset[j]++, j) - feedCoeff*input;
- f[j] = input + feedCoeff*out;
+ maxoff = maxi(maxoff, vap_offset[j]);
+ ALsizei td{mini(delay.Mask+1 - maxoff, todo - i)};
- samples[j][i] = out;
- }
+ do {
+ ALfloat f[NUM_LINES];
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ {
+ const ALfloat input{samples[j][i]};
+ const ALfloat out{delay.Line[vap_offset[j]++][j] - feedCoeff*input};
+ f[j] = input + feedCoeff*out;
+
+ samples[j][i] = out;
+ }
+ ++i;
- VectorScatterDelayIn(&delay, offset, f, xCoeff, yCoeff);
- ++offset;
+ VectorPartialScatter(delay.Line[offset++], f, xCoeff, yCoeff);
+ } while(--td);
}
}
void VecAllpass::processFaded(ALfloat (*RESTRICT samples)[BUFFERSIZE], ALsizei offset,
@@ -1129,22 +1137,39 @@ void VecAllpass::processFaded(ALfloat (*RESTRICT samples)[BUFFERSIZE], ALsizei o
vap_offset[j][0] = offset - Offset[j][0];
vap_offset[j][1] = offset - Offset[j][1];
}
- for(ALsizei i{0};i < todo;i++)
+ for(ALsizei i{0};i < todo;)
{
- ALfloat f[NUM_LINES];
-
for(ALsizei j{0};j < NUM_LINES;j++)
{
- ALfloat input{samples[j][i]};
- ALfloat out{delay.getFaded(vap_offset[j][0]++, vap_offset[j][1]++, j, 1.0f-fade, fade) - feedCoeff*input};
- f[j] = input + feedCoeff*out;
-
- samples[j][i] = out;
+ vap_offset[j][0] &= delay.Mask;
+ vap_offset[j][1] &= delay.Mask;
}
- fade += FadeStep;
+ offset &= delay.Mask;
+
+ ALsizei maxoff{offset};
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ maxoff = maxi(maxoff, maxi(vap_offset[j][0], vap_offset[j][1]));
+ ALsizei td{mini(delay.Mask+1 - maxoff, todo - i)};
+
+ do {
+ fade += FadeStep;
+ ALfloat f[NUM_LINES];
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ f[j] = delay.Line[vap_offset[j][0]++][j]*(1.0f-fade) +
+ delay.Line[vap_offset[j][1]++][j]*fade;
+
+ for(ALsizei j{0};j < NUM_LINES;j++)
+ {
+ const ALfloat input{samples[j][i]};
+ const ALfloat out{f[j] - feedCoeff*input};
+ f[j] = input + feedCoeff*out;
+
+ samples[j][i] = out;
+ }
+ ++i;
- VectorScatterDelayIn(&delay, offset, f, xCoeff, yCoeff);
- ++offset;
+ VectorPartialScatter(delay.Line[offset++], f, xCoeff, yCoeff);
+ } while(--td);
}
}
@@ -1185,8 +1210,14 @@ void EarlyReflection_Unfaded(ReverbState *State, ALsizei offset, const ALsizei t
{
ALsizei early_delay_tap{offset - State->mEarlyDelayTap[j][0]};
const ALfloat coeff{State->mEarlyDelayCoeff[j][0]};
- for(ALsizei i{0};i < todo;i++)
- temps[j][i] = main_delay.get(early_delay_tap++, j) * coeff;
+ for(ALsizei i{0};i < todo;)
+ {
+ early_delay_tap &= main_delay.Mask;
+ ALsizei td{mini(main_delay.Mask+1 - early_delay_tap, todo-i)};
+ do {
+ temps[j][i++] = main_delay.Line[early_delay_tap++][j] * coeff;
+ } while(--td);
+ }
}
/* Apply a vector all-pass, to help color the initial reflections based on
@@ -1199,12 +1230,19 @@ void EarlyReflection_Unfaded(ReverbState *State, ALsizei offset, const ALsizei t
*/
for(ALsizei j{0};j < NUM_LINES;j++)
{
- ALint early_feedb_tap{offset - State->mEarly.Offset[j][0]};
- const ALfloat early_feedb_coeff{State->mEarly.Coeff[j][0]};
+ ALint feedb_tap{offset - State->mEarly.Offset[j][0]};
+ const ALfloat feedb_coeff{State->mEarly.Coeff[j][0]};
ASSUME(base >= 0);
- for(ALsizei i{0};i < todo;i++)
- out[j][base+i] = early_delay.get(early_feedb_tap++, j)*early_feedb_coeff + temps[j][i];
+ for(ALsizei i{0};i < todo;)
+ {
+ feedb_tap &= early_delay.Mask;
+ ALsizei td{mini(early_delay.Mask+1 - feedb_tap, todo - i)};
+ do {
+ out[j][base+i] = temps[j][i] + early_delay.Line[feedb_tap++][j]*feedb_coeff;
+ ++i;
+ } while(--td);
+ }
}
for(ALsizei j{0};j < NUM_LINES;j++)
early_delay.write(offset, NUM_LINES-1-j, temps[j], todo);
@@ -1230,20 +1268,26 @@ void EarlyReflection_Faded(ReverbState *State, ALsizei offset, const ALsizei tod
for(ALsizei j{0};j < NUM_LINES;j++)
{
- ALsizei early_delay_tap0 = offset - State->mEarlyDelayTap[j][0];
- ALsizei early_delay_tap1 = offset - State->mEarlyDelayTap[j][1];
- ALfloat oldCoeff = State->mEarlyDelayCoeff[j][0];
- ALfloat oldCoeffStep = -oldCoeff / FADE_SAMPLES;
- ALfloat newCoeffStep = State->mEarlyDelayCoeff[j][1] / FADE_SAMPLES;
- ALfloat fadeCount = fade;
-
- for(ALsizei i{0};i < todo;i++)
+ ALsizei early_delay_tap0{offset - State->mEarlyDelayTap[j][0]};
+ ALsizei early_delay_tap1{offset - State->mEarlyDelayTap[j][1]};
+ const ALfloat oldCoeff{State->mEarlyDelayCoeff[j][0]};
+ const ALfloat oldCoeffStep{-oldCoeff / FADE_SAMPLES};
+ const ALfloat newCoeffStep{State->mEarlyDelayCoeff[j][1] / FADE_SAMPLES};
+ ALfloat fadeCount{fade};
+
+ for(ALsizei i{0};i < todo;)
{
- const ALfloat fade0{oldCoeff + oldCoeffStep*fadeCount};
- const ALfloat fade1{newCoeffStep*fadeCount};
- temps[j][i] = main_delay.getFaded(early_delay_tap0++, early_delay_tap1++, j,
- fade0, fade1);
- fadeCount += 1.0f;
+ early_delay_tap0 &= main_delay.Mask;
+ early_delay_tap1 &= main_delay.Mask;
+ ALsizei td{mini(main_delay.Mask+1 - maxi(early_delay_tap0, early_delay_tap1), todo-i)};
+ do {
+ fadeCount += 1.0f;
+ const ALfloat fade0{oldCoeff + oldCoeffStep*fadeCount};
+ const ALfloat fade1{newCoeffStep*fadeCount};
+ temps[j][i++] =
+ main_delay.Line[early_delay_tap0++][j]*fade0 +
+ main_delay.Line[early_delay_tap1++][j]*fade1;
+ } while(--td);
}
}
@@ -1259,13 +1303,21 @@ void EarlyReflection_Faded(ReverbState *State, ALsizei offset, const ALsizei tod
ALfloat fadeCount{fade};
ASSUME(base >= 0);
- for(ALsizei i{0};i < todo;i++)
+ for(ALsizei i{0};i < todo;)
{
- const ALfloat fade0{feedb_oldCoeff + feedb_oldCoeffStep*fadeCount};
- const ALfloat fade1{feedb_newCoeffStep*fadeCount};
- out[j][base+i] = early_delay.getFaded(feedb_tap0++, feedb_tap1++, j, fade0, fade1) +
- temps[j][i];
- fadeCount += 1.0f;
+ feedb_tap0 &= early_delay.Mask;
+ feedb_tap1 &= early_delay.Mask;
+ ALsizei td{mini(early_delay.Mask+1 - maxi(feedb_tap0, feedb_tap1), todo - i)};
+
+ do {
+ fadeCount += 1.0f;
+ const ALfloat fade0{feedb_oldCoeff + feedb_oldCoeffStep*fadeCount};
+ const ALfloat fade1{feedb_newCoeffStep*fadeCount};
+ out[j][base+i] = temps[j][i] +
+ early_delay.Line[feedb_tap0++][j]*fade0 +
+ early_delay.Line[feedb_tap1++][j]*fade1;
+ ++i;
+ } while(--td);
}
}
for(ALsizei j{0};j < NUM_LINES;j++)
@@ -1309,9 +1361,19 @@ void LateReverb_Unfaded(ReverbState *State, ALsizei offset, const ALsizei todo,
ALsizei late_feedb_tap{offset - State->mLate.Offset[j][0]};
const ALfloat midGain{State->mLate.T60[j].MidGain[0]};
const ALfloat densityGain{State->mLate.DensityGain[0] * midGain};
- for(ALsizei i{0};i < todo;i++)
- temps[j][i] = main_delay.get(late_delay_tap++, j)*densityGain +
- late_delay.get(late_feedb_tap++, j)*midGain;
+ for(ALsizei i{0};i < todo;)
+ {
+ late_delay_tap &= main_delay.Mask;
+ late_feedb_tap &= late_delay.Mask;
+ ALsizei td{mini(
+ mini(main_delay.Mask+1 - late_delay_tap, late_delay.Mask+1 - late_feedb_tap),
+ todo - i)};
+ do {
+ temps[j][i++] =
+ main_delay.Line[late_delay_tap++][j]*densityGain +
+ late_delay.Line[late_feedb_tap++][j]*midGain;
+ } while(--td);
+ }
State->mLate.T60[j].process(temps[j], todo);
}
@@ -1353,16 +1415,28 @@ void LateReverb_Faded(ReverbState *State, ALsizei offset, const ALsizei todo, co
ALsizei late_feedb_tap1{offset - State->mLate.Offset[j][1]};
ALfloat fadeCount{fade};
- for(ALsizei i{0};i < todo;i++)
+ for(ALsizei i{0};i < todo;)
{
- const ALfloat fade0 = oldDensityGain + oldDensityStep*fadeCount;
- const ALfloat fade1 = densityStep*fadeCount;
- const ALfloat gfade0 = oldMidGain + oldMidStep*fadeCount;
- const ALfloat gfade1 = midStep*fadeCount;
- temps[j][i] =
- main_delay.getFaded(late_delay_tap0++, late_delay_tap1++, j, fade0, fade1) +
- late_delay.getFaded(late_feedb_tap0++, late_feedb_tap1++, j, gfade0, gfade1);
- fadeCount += 1.0f;
+ late_delay_tap0 &= main_delay.Mask;
+ late_delay_tap1 &= main_delay.Mask;
+ late_feedb_tap0 &= late_delay.Mask;
+ late_feedb_tap1 &= late_delay.Mask;
+ ALsizei td{mini(
+ mini(main_delay.Mask+1 - maxi(late_delay_tap0, late_delay_tap1),
+ late_delay.Mask+1 - maxi(late_feedb_tap0, late_feedb_tap1)),
+ todo - i)};
+ do {
+ fadeCount += 1.0f;
+ const ALfloat fade0{oldDensityGain + oldDensityStep*fadeCount};
+ const ALfloat fade1{densityStep*fadeCount};
+ const ALfloat gfade0{oldMidGain + oldMidStep*fadeCount};
+ const ALfloat gfade1{midStep*fadeCount};
+ temps[j][i++] =
+ main_delay.Line[late_delay_tap0++][j]*fade0 +
+ main_delay.Line[late_delay_tap1++][j]*fade1 +
+ late_delay.Line[late_feedb_tap0++][j]*gfade0 +
+ late_delay.Line[late_feedb_tap1++][j]*gfade1;
+ } while(--td);
}
State->mLate.T60[j].process(temps[j], todo);
}
@@ -1456,7 +1530,7 @@ void ReverbState::process(ALsizei samplesToDo, const ALfloat (*RESTRICT samplesI
base += todo;
}
- mOffset = offset;
+ mOffset = offset & 0x3fffffff;
mFadeCount = fadeCount;
/* Finally, mix early reflections and late reverb. */