Apply new naming rule to all projects except Vp9 (#5407)
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@@ -56,7 +56,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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const ushort channelCount = 1;
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const ushort ChannelCount = 1;
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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@@ -70,7 +70,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float temp = input * inGain + delayLineValue * feedbackGain;
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state.UpdateLowPassFilter(ref temp, channelCount);
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state.UpdateLowPassFilter(ref temp, ChannelCount);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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@@ -79,7 +79,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 2;
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const ushort ChannelCount = 2;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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@@ -106,7 +106,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Vector2 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), channelCount);
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state.UpdateLowPassFilter(ref Unsafe.As<Vector2, float>(ref temp), ChannelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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@@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 4;
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const ushort ChannelCount = 4;
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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@@ -150,7 +150,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Vector4 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), channelCount);
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state.UpdateLowPassFilter(ref Unsafe.As<Vector4, float>(ref temp), ChannelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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@@ -162,7 +162,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 6;
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const ushort ChannelCount = 6;
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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@@ -202,7 +202,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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Vector6 temp = MatrixHelper.Transform(ref delayLineValues, ref delayFeedback) + channelInput * inGain;
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state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), channelCount);
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state.UpdateLowPassFilter(ref Unsafe.As<Vector6, float>(ref temp), ChannelCount);
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*((float*)outputBuffers[0] + i) = (channelInput.X * dryGain + delayLineValues.X * outGain) / 64;
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*((float*)outputBuffers[1] + i) = (channelInput.Y * dryGain + delayLineValues.Y * outGain) / 64;
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@@ -277,4 +277,4 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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ProcessDelay(context, ref state);
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}
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}
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}
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}
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