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author | TSRBerry <20988865+TSRBerry@users.noreply.github.com> | 2023-07-02 01:27:18 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-07-02 01:27:18 +0200 |
commit | 515fc32b21f59298ec8ca45f5d3c36e9d3041084 (patch) | |
tree | ac3683b0bc6b6be56e6e4bdf7e37cea0e64a3fd0 /src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs | |
parent | 0684b00b3c4d000cf627b9c08a49d7469ae50d04 (diff) |
[Ryujinx.Audio] Address dotnet-format issues (#5362)1.1.949
* 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>
Diffstat (limited to 'src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs')
-rw-r--r-- | src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs b/src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs index e7e17938..003806cf 100644 --- a/src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs +++ b/src/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs @@ -87,18 +87,18 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - Matrix2x2 delayFeedback = new Matrix2x2(delayFeedbackBaseGain, delayFeedbackCrossGain, + Matrix2x2 delayFeedback = new(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain); for (int i = 0; i < sampleCount; i++) { - Vector2 channelInput = new Vector2 + Vector2 channelInput = new() { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, }; - Vector2 delayLineValues = new Vector2() + Vector2 delayLineValues = new() { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), @@ -124,7 +124,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - Matrix4x4 delayFeedback = new Matrix4x4(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, + Matrix4x4 delayFeedback = new(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain); @@ -132,20 +132,20 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command for (int i = 0; i < sampleCount; i++) { - Vector4 channelInput = new Vector4 + Vector4 channelInput = new() { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, Z = *((float*)inputBuffers[2] + i) * 64, - W = *((float*)inputBuffers[3] + i) * 64 + W = *((float*)inputBuffers[3] + i) * 64, }; - Vector4 delayLineValues = new Vector4() + Vector4 delayLineValues = new() { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), Z = state.DelayLines[2].Read(), - W = state.DelayLines[3].Read() + W = state.DelayLines[3].Read(), }; Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain; @@ -171,7 +171,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - Matrix6x6 delayFeedback = new Matrix6x6(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f, + Matrix6x6 delayFeedback = new(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f, @@ -180,24 +180,24 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command for (int i = 0; i < sampleCount; i++) { - Vector6 channelInput = new Vector6 + Vector6 channelInput = new() { X = *((float*)inputBuffers[0] + i) * 64, Y = *((float*)inputBuffers[1] + i) * 64, Z = *((float*)inputBuffers[2] + i) * 64, W = *((float*)inputBuffers[3] + i) * 64, V = *((float*)inputBuffers[4] + i) * 64, - U = *((float*)inputBuffers[5] + i) * 64 + U = *((float*)inputBuffers[5] + i) * 64, }; - Vector6 delayLineValues = new Vector6 + Vector6 delayLineValues = new() { X = state.DelayLines[0].Read(), Y = state.DelayLines[1].Read(), Z = state.DelayLines[2].Read(), W = state.DelayLines[3].Read(), V = state.DelayLines[4].Read(), - U = state.DelayLines[5].Read() + U = state.DelayLines[5].Read(), }; Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain; |