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[Ryujinx.Audio] Address dotnet-format issues (#5362)
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA2208 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Add comments to disabled warnings * Remove a few unused parameters * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Fix naming rule violations, remove redundant code and fix build issues * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Address review feedback --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
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207 changed files with 1354 additions and 1670 deletions
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@ -87,18 +87,18 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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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Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain, delayFeedbackCrossGain,
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Matrix2x2 delayFeedback = new(delayFeedbackBaseGain, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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Vector2 channelInput = new Vector2
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Vector2 channelInput = new()
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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};
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Vector2 delayLineValues = new Vector2()
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Vector2 delayLineValues = new()
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{
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X = state.DelayLines[0].Read(),
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Y = state.DelayLines[1].Read(),
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@ -124,7 +124,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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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Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
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Matrix4x4 delayFeedback = new(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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@ -132,20 +132,20 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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for (int i = 0; i < sampleCount; i++)
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{
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Vector4 channelInput = new Vector4
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Vector4 channelInput = new()
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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Z = *((float*)inputBuffers[2] + i) * 64,
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W = *((float*)inputBuffers[3] + i) * 64
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W = *((float*)inputBuffers[3] + i) * 64,
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};
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Vector4 delayLineValues = new Vector4()
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Vector4 delayLineValues = new()
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{
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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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W = state.DelayLines[3].Read(),
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};
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Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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@ -171,7 +171,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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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Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
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Matrix6x6 delayFeedback = new(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
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0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
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@ -180,24 +180,24 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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for (int i = 0; i < sampleCount; i++)
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{
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Vector6 channelInput = new Vector6
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Vector6 channelInput = new()
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{
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X = *((float*)inputBuffers[0] + i) * 64,
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Y = *((float*)inputBuffers[1] + i) * 64,
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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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U = *((float*)inputBuffers[5] + i) * 64,
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};
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Vector6 delayLineValues = new Vector6
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Vector6 delayLineValues = new()
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{
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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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U = state.DelayLines[5].Read(),
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};
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Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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