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Ryujinx/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs

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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));
}
}
}