Added ResampleFrame_SSE
parent
958b3cfaea
commit
5b696996cd
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@ -493,6 +493,7 @@ int SDL_InitAudio(const char *driver_name)
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}
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SDL_ChooseAudioConverters();
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SDL_SetupAudioResampler();
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SDL_RWLock *device_list_lock = SDL_CreateRWLock(); // create this early, so if it fails we don't have to tear down the whole audio subsystem.
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if (!device_list_lock) {
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@ -84,10 +84,9 @@ static int GetHistoryBufferSampleFrames(const int required_resampler_frames)
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#define RESAMPLER_SAMPLES_PER_FRAME (RESAMPLER_ZERO_CROSSINGS * 2)
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#define RESAMPLER_FULL_FILTER_SIZE RESAMPLER_SAMPLES_PER_FRAME * (RESAMPLER_SAMPLES_PER_ZERO_CROSSING + 1)
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#define RESAMPLER_FULL_FILTER_SIZE (RESAMPLER_SAMPLES_PER_FRAME * (RESAMPLER_SAMPLES_PER_ZERO_CROSSING + 1))
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// TODO: Add SIMD-accelerated versions
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static void ResampleFrame(const float* src, float* dst, const float* raw_filter, const float interp, const int chans)
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static void ResampleFrame_Scalar(const float* src, float* dst, const float* raw_filter, const float interp, const int chans)
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{
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int i, chan;
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@ -124,33 +123,122 @@ static void ResampleFrame(const float* src, float* dst, const float* raw_filter,
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return;
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}
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// Try and give the compiler a hint about how many channels there are
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if (chans < 1 || chans > 8) {
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SDL_assert(!"Invalid channel count");
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for (chan = 0; chan < chans; chan++) {
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float f = 0.0f;
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for (i = 0; i < RESAMPLER_SAMPLES_PER_FRAME; i++) {
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f += src[i * chans + chan] * filter[i];
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}
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dst[chan] = f;
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}
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}
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#ifdef SDL_SSE_INTRINSICS
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static void SDL_TARGETING("sse") ResampleFrame_SSE(const float* src, float* dst, const float* raw_filter, const float interp, const int chans)
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{
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#if RESAMPLER_SAMPLES_PER_FRAME != 10
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#error Invalid samples per frame
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#endif
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// Load the filter
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__m128 f0 = _mm_loadu_ps(raw_filter + 0);
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__m128 f1 = _mm_loadu_ps(raw_filter + 4);
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__m128 f2 = _mm_loadl_pi(_mm_setzero_ps(), (const __m64*)(raw_filter + 8));
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__m128 g0 = _mm_loadu_ps(raw_filter + 10);
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__m128 g1 = _mm_loadu_ps(raw_filter + 14);
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__m128 g2 = _mm_loadl_pi(_mm_setzero_ps(), (const __m64*)(raw_filter + 18));
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__m128 interp1 = _mm_set1_ps(interp);
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__m128 interp2 = _mm_sub_ps(_mm_set1_ps(1.0f), _mm_set1_ps(interp));
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// Linear interpolate the filter
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f0 = _mm_add_ps(_mm_mul_ps(f0, interp2), _mm_mul_ps(g0, interp1));
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f1 = _mm_add_ps(_mm_mul_ps(f1, interp2), _mm_mul_ps(g1, interp1));
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f2 = _mm_add_ps(_mm_mul_ps(f2, interp2), _mm_mul_ps(g2, interp1));
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if (chans == 2) {
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// Duplicate each of the filter elements
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g0 = _mm_shuffle_ps(f0, f0, _MM_SHUFFLE(3, 3, 2, 2));
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f0 = _mm_shuffle_ps(f0, f0, _MM_SHUFFLE(1, 1, 0, 0));
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g1 = _mm_shuffle_ps(f1, f1, _MM_SHUFFLE(3, 3, 2, 2));
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f1 = _mm_shuffle_ps(f1, f1, _MM_SHUFFLE(1, 1, 0, 0));
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f2 = _mm_shuffle_ps(f2, f2, _MM_SHUFFLE(1, 1, 0, 0));
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// Multiply the filter by the input
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f0 = _mm_mul_ps(f0, _mm_loadu_ps(src + 0));
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g0 = _mm_mul_ps(g0, _mm_loadu_ps(src + 4));
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f1 = _mm_mul_ps(f1, _mm_loadu_ps(src + 8));
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g1 = _mm_mul_ps(g1, _mm_loadu_ps(src + 12));
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f2 = _mm_mul_ps(f2, _mm_loadu_ps(src + 16));
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// Calculate the sum
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f0 = _mm_add_ps(_mm_add_ps(_mm_add_ps(f0, g0), _mm_add_ps(f1, g1)), f2);
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f0 = _mm_add_ps(f0, _mm_movehl_ps(f0, f0));
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// Store the result
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_mm_storel_pi((__m64*) dst, f0);
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return;
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}
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// Calculate the result in-place
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for (chan = 0; chan < chans; ++chan) {
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dst[chan] = 0.0f;
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if (chans == 1) {
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// Multiply the filter by the input
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f0 = _mm_mul_ps(f0, _mm_loadu_ps(src + 0));
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f1 = _mm_mul_ps(f1, _mm_loadu_ps(src + 4));
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f2 = _mm_mul_ps(f2, _mm_loadl_pi(_mm_setzero_ps(), (const __m64*)(src + 8)));
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// Calculate the sum
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f0 = _mm_add_ps(f0, f1);
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f0 = _mm_add_ps(_mm_add_ps(f0, f2), _mm_movehl_ps(f0, f0));
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f0 = _mm_add_ss(f0, _mm_shuffle_ps(f0, f0, _MM_SHUFFLE(1, 1, 1, 1)));
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// Store the result
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_mm_store_ss(dst, f0);
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return;
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}
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float filter[RESAMPLER_SAMPLES_PER_FRAME];
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_mm_storeu_ps(filter + 0, f0);
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_mm_storeu_ps(filter + 4, f1);
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_mm_storel_pi((__m64*)(filter + 8), f2);
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int i, chan = 0;
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for (; chan + 4 <= chans; chan++) {
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f0 = _mm_setzero_ps();
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for (i = 0; i < RESAMPLER_SAMPLES_PER_FRAME; i++) {
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const float* inputs = &src[i * chans];
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const float scale = filter[i];
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for (chan = 0; chan < chans; chan++) {
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dst[chan] += inputs[chan] * scale;
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f0 = _mm_add_ps(f0, _mm_mul_ps(_mm_loadu_ps(&src[i * chans + chan]), _mm_load1_ps(&filter[i])));
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}
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_mm_storeu_ps(&dst[chan], f0);
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}
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for (; chan < chans; chan++) {
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f0 = _mm_setzero_ps();
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for (i = 0; i < RESAMPLER_SAMPLES_PER_FRAME; i++) {
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f0 = _mm_add_ss(f0, _mm_mul_ss(_mm_load_ss(&src[i * chans + chan]), _mm_load_ss(&filter[i])));
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}
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_mm_store_ss(&dst[chan], f0);
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}
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}
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#endif
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static void (*ResampleFrame)(const float* src, float* dst, const float* raw_filter, const float interp, const int chans);
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static float FullResamplerFilter[RESAMPLER_FULL_FILTER_SIZE];
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void SDL_SetupAudioResampler()
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{
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// Build a table combining the left and right wings, for faster access
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static SDL_bool setup = SDL_FALSE;
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if (setup) {
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return;
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}
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// Build a table combining the left and right wings, for faster access
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int i, j;
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for (i = 0; i < RESAMPLER_SAMPLES_PER_ZERO_CROSSING; ++i) {
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@ -171,6 +259,16 @@ void SDL_SetupAudioResampler()
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FullResamplerFilter[lwing] = 0.0f;
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FullResamplerFilter[rwing] = 0.0f;
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}
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ResampleFrame = ResampleFrame_Scalar;
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#ifdef SDL_SSE_INTRINSICS
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if (SDL_HasSSE()) {
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ResampleFrame = ResampleFrame_SSE;
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}
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#endif
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setup = SDL_TRUE;
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}
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static void ResampleAudio(const int chans, const float *inbuf, const int inframes, float *outbuf, const int outframes,
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@ -651,6 +749,7 @@ SDL_AudioStream *SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_
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// Make sure we've chosen audio conversion functions (SIMD, scalar, etc.)
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SDL_ChooseAudioConverters(); // !!! FIXME: let's do this during SDL_Init
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SDL_SetupAudioResampler();
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retval->packetlen = packetlen;
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SDL_memcpy(&retval->src_spec, src_spec, sizeof (SDL_AudioSpec));
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@ -825,17 +924,12 @@ static Uint8 *EnsureStreamWorkBufferSize(SDL_AudioStream *stream, size_t newlen)
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static int CalculateAudioStreamWorkBufSize(const SDL_AudioStream *stream, int input_frames, int output_frames)
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{
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int workbuflen = SDL_max(input_frames, output_frames) * stream->max_sample_frame_size;
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int workbuf_frames = input_frames + (stream->resampler_padding_frames * 2);
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int workbuflen = workbuf_frames * stream->max_sample_frame_size;
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if (stream->resample_rate) {
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int resample_frame_size = stream->pre_resample_channels * sizeof(float);
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// Calculate space needed to move to format/channels used for resampling stage.
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int inputlen = (input_frames + (stream->resampler_padding_frames * 2)) * resample_frame_size;
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workbuflen = SDL_max(workbuflen, inputlen);
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// Calculate space needed after resample (which lives in a second copy in the same buffer).
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int resample_frame_size = stream->pre_resample_channels * sizeof(float);
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workbuflen += output_frames * resample_frame_size;
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}
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@ -888,7 +982,6 @@ static int GetAudioStreamDataInternal(SDL_AudioStream *stream, void *buf, int le
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input_frames = GetResamplerNeededInputFrames(output_frames, resample_rate, stream->resample_offset);
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}
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// !!! FIXME: this could be less aggressive about allocation, if we decide the necessary size at each stage and select the maximum required.
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int work_buffer_capacity = CalculateAudioStreamWorkBufSize(stream, input_frames, output_frames);
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Uint8* work_buffer = EnsureStreamWorkBufferSize(stream, work_buffer_capacity);
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@ -962,8 +962,6 @@ void (*SDL_Convert_F32_to_U8)(Uint8 *dst, const float *src, int num_samples) = N
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void (*SDL_Convert_F32_to_S16)(Sint16 *dst, const float *src, int num_samples) = NULL;
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void (*SDL_Convert_F32_to_S32)(Sint32 *dst, const float *src, int num_samples) = NULL;
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extern void SDL_SetupAudioResampler(void);
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void SDL_ChooseAudioConverters(void)
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{
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static SDL_bool converters_chosen = SDL_FALSE;
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@ -971,9 +969,6 @@ void SDL_ChooseAudioConverters(void)
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return;
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}
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// FIXME: Hacks on top of hacks.
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SDL_SetupAudioResampler();
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#define SET_CONVERTER_FUNCS(fntype) \
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SDL_Convert_S8_to_F32 = SDL_Convert_S8_to_F32_##fntype; \
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SDL_Convert_U8_to_F32 = SDL_Convert_U8_to_F32_##fntype; \
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@ -72,6 +72,7 @@ const SDL_AudioFormat *SDL_ClosestAudioFormats(SDL_AudioFormat format);
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// Must be called at least once before using converters (SDL_CreateAudioStream will call it !!! FIXME but probably shouldn't).
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extern void SDL_ChooseAudioConverters(void);
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extern void SDL_SetupAudioResampler(void);
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/* Backends should call this as devices are added to the system (such as
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a USB headset being plugged in), and should also be called for
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