From 7a974b2460156ea8af9e22b02ae1c06899a5047d Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Wed, 14 Feb 2018 17:15:51 -0800 Subject: [PATCH] Combine the vector reverse and partial scatter where they're together --- Alc/effects/reverb.c | 41 ++++++++++++++++++++--------------------- 1 file changed, 20 insertions(+), 21 deletions(-) diff --git a/Alc/effects/reverb.c b/Alc/effects/reverb.c index caa02328..f6499bb7 100644 --- a/Alc/effects/reverb.c +++ b/Alc/effects/reverb.c @@ -1363,10 +1363,20 @@ static inline ALvoid DelayLineIn4Rev(DelayLineI *Delay, ALsizei offset, const AL static inline void VectorPartialScatter(ALfloat *restrict out, const ALfloat *restrict in, const ALfloat xCoeff, const ALfloat yCoeff) { - out[0] = xCoeff*in[0] + yCoeff*( in[1] + -in[2] + in[3]); - out[1] = xCoeff*in[1] + yCoeff*(-in[0] + in[2] + in[3]); - out[2] = xCoeff*in[2] + yCoeff*( in[0] + -in[1] + in[3]); - out[3] = xCoeff*in[3] + yCoeff*(-in[0] + -in[1] + -in[2] ); + out[0] = xCoeff*in[0] + yCoeff*( in[1] + -in[2] + in[3]); + out[1] = xCoeff*in[1] + yCoeff*(-in[0] + in[2] + in[3]); + out[2] = xCoeff*in[2] + yCoeff*( in[0] + -in[1] + in[3]); + out[3] = xCoeff*in[3] + yCoeff*(-in[0] + -in[1] + -in[2] ); +} + +/* Same as above, but reverses the input. */ +static inline void VectorPartialScatterRev(ALfloat *restrict out, const ALfloat *restrict in, + const ALfloat xCoeff, const ALfloat yCoeff) +{ + out[0] = xCoeff*in[3] + yCoeff*(in[0] + -in[1] + in[2] ); + out[1] = xCoeff*in[2] + yCoeff*(in[0] + in[1] + -in[3]); + out[2] = xCoeff*in[1] + yCoeff*(in[0] + -in[2] + in[3]); + out[3] = xCoeff*in[0] + yCoeff*( + -in[1] + -in[2] + -in[3]); } /* This applies a Gerzon multiple-in/multiple-out (MIMO) vector all-pass @@ -1408,14 +1418,6 @@ DECL_TEMPLATE(Unfaded) DECL_TEMPLATE(Faded) #undef DECL_TEMPLATE -/* A helper to reverse vector components. */ -static inline void VectorReverse(ALfloat *restrict out, const ALfloat *restrict in) -{ - ALsizei i; - for(i = 0;i < NUM_LINES;i++) - out[i] = in[NUM_LINES-1-i]; -} - /* This generates early reflections. * * This is done by obtaining the primary reflections (those arriving from the @@ -1469,10 +1471,9 @@ static ALvoid EarlyReflection_##T(ALreverbState *State, const ALsizei todo, \ for(j = 0;j < NUM_LINES;j++) \ out[j][i] = f[j]; \ \ - VectorReverse(fr, f); \ - VectorPartialScatter(f, fr, mixX, mixY); \ + VectorPartialScatterRev(fr, f, mixX, mixY); \ \ - DelayLineIn4(&State->Delay, offset-State->LateFeedTap, f); \ + DelayLineIn4(&State->Delay, offset-State->LateFeedTap, fr); \ \ offset++; \ fade += FadeStep; \ @@ -1551,10 +1552,9 @@ static ALvoid LateReverb_Faded(ALreverbState *State, const ALsizei todo, ALfloat for(j = 0;j < NUM_LINES;j++) out[j][i] = f[j]; - VectorReverse(fr, f); - VectorPartialScatter(f, fr, mixX, mixY); + VectorPartialScatterRev(fr, f, mixX, mixY); - DelayLineIn4(&State->Late.Delay, offset, f); + DelayLineIn4(&State->Late.Delay, offset, fr); offset++; fade += FadeStep; @@ -1588,10 +1588,9 @@ static ALvoid LateReverb_Unfaded(ALreverbState *State, const ALsizei todo, ALflo for(j = 0;j < NUM_LINES;j++) out[j][i] = f[j]; - VectorReverse(fr, f); - VectorPartialScatter(f, fr, mixX, mixY); + VectorPartialScatterRev(fr, f, mixX, mixY); - DelayLineIn4(&State->Late.Delay, offset, f); + DelayLineIn4(&State->Late.Delay, offset, fr); offset++; } -- 2.11.4.GIT