diff options
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs')
-rw-r--r-- | Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs new file mode 100644 index 00000000..b143d8f9 --- /dev/null +++ b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs @@ -0,0 +1,84 @@ +// +// Copyright (c) 2019-2021 Ryujinx +// +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU Lesser General Public License as published by +// the Free Software Foundation, either version 3 of the License, or +// (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU Lesser General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public License +// along with this program. If not, see <https://www.gnu.org/licenses/>. +// + +using System; +using System.Runtime.CompilerServices; + +namespace Ryujinx.Audio.Renderer.Dsp +{ + public static class FloatingPointHelper + { + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float MultiplyRoundDown(float a, float b) + { + return RoundDown(a * b); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float RoundDown(float a) + { + return MathF.Round(a, 0); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float RoundUp(float a) + { + return MathF.Round(a); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float MultiplyRoundUp(float a, float b) + { + return RoundUp(a * b); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float Pow10(float x) + { + // NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't. + // As such, we support the same ranges as Nintendo to avoid unexpected behaviours. + if (x >= 0.0f) + { + return 1.0f; + } + else if (x <= -5.3f) + { + return 0.0f; + } + + return MathF.Pow(10, x); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float DegreesToRadians(float degrees) + { + return degrees * MathF.PI / 180.0f; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float Cos(float value) + { + return MathF.Cos(DegreesToRadians(value)); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static float Sin(float value) + { + return MathF.Sin(DegreesToRadians(value)); + } + } +} |