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[Ryujinx.Audio.Backends.SDL2] Address dotnet-format issues (#5364)

* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Address dotnet format CA1816 warnings

* Address most dotnet format whitespace warnings

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* Update src/Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceDriver.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
This commit is contained in:
TSRBerry 2023-06-25 22:50:59 +02:00 committed by GitHub
parent 07fc3ded68
commit 42d31f646d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 17 additions and 15 deletions

View file

@ -19,12 +19,14 @@ namespace Ryujinx.Audio.Backends.SDL2
private readonly ManualResetEvent _pauseEvent; private readonly ManualResetEvent _pauseEvent;
private readonly ConcurrentDictionary<SDL2HardwareDeviceSession, byte> _sessions; private readonly ConcurrentDictionary<SDL2HardwareDeviceSession, byte> _sessions;
private bool _supportSurroundConfiguration; private readonly bool _supportSurroundConfiguration;
// TODO: Add this to SDL2-CS // TODO: Add this to SDL2-CS
// NOTE: We use a DllImport here because of marshaling issue for spec. // NOTE: We use a DllImport here because of marshaling issue for spec.
#pragma warning disable SYSLIB1054
[DllImport("SDL2")] [DllImport("SDL2")]
private static extern int SDL_GetDefaultAudioInfo(IntPtr name, out SDL_AudioSpec spec, int isCapture); private static extern int SDL_GetDefaultAudioInfo(IntPtr name, out SDL_AudioSpec spec, int isCapture);
#pragma warning restore SYSLIB1054
public SDL2HardwareDeviceDriver() public SDL2HardwareDeviceDriver()
{ {
@ -90,7 +92,7 @@ namespace Ryujinx.Audio.Backends.SDL2
throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!"); throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!");
} }
SDL2HardwareDeviceSession session = new SDL2HardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount, volume); SDL2HardwareDeviceSession session = new(this, memoryManager, sampleFormat, sampleRate, channelCount, volume);
_sessions.TryAdd(session, 0); _sessions.TryAdd(session, 0);
@ -135,8 +137,7 @@ namespace Ryujinx.Audio.Backends.SDL2
if (device == 0) if (device == 0)
{ {
Logger.Error?.Print(LogClass.Application, Logger.Error?.Print(LogClass.Application, $"SDL2 open audio device initialization failed with error \"{SDL_GetError()}\"");
$"SDL2 open audio device initialization failed with error \"{SDL_GetError()}\"");
return 0; return 0;
} }
@ -156,6 +157,7 @@ namespace Ryujinx.Audio.Backends.SDL2
public void Dispose() public void Dispose()
{ {
GC.SuppressFinalize(this);
Dispose(true); Dispose(true);
} }

View file

@ -12,19 +12,19 @@ namespace Ryujinx.Audio.Backends.SDL2
{ {
class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
{ {
private SDL2HardwareDeviceDriver _driver; private readonly SDL2HardwareDeviceDriver _driver;
private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers; private readonly ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
private DynamicRingBuffer _ringBuffer; private readonly DynamicRingBuffer _ringBuffer;
private ulong _playedSampleCount; private ulong _playedSampleCount;
private ManualResetEvent _updateRequiredEvent; private readonly ManualResetEvent _updateRequiredEvent;
private uint _outputStream; private uint _outputStream;
private bool _hasSetupError; private bool _hasSetupError;
private SDL_AudioCallback _callbackDelegate; private readonly SDL_AudioCallback _callbackDelegate;
private int _bytesPerFrame; private readonly int _bytesPerFrame;
private uint _sampleCount; private uint _sampleCount;
private bool _started; private bool _started;
private float _volume; private float _volume;
private ushort _nativeSampleFormat; private readonly ushort _nativeSampleFormat;
public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount) public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
{ {
@ -72,7 +72,7 @@ namespace Ryujinx.Audio.Backends.SDL2
private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength) private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
{ {
Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength); Span<byte> streamSpan = new((void*)stream, streamLength);
int maxFrameCount = (int)GetSampleCount(streamLength); int maxFrameCount = (int)GetSampleCount(streamLength);
int bufferedFrames = _ringBuffer.Length / _bytesPerFrame; int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
@ -82,7 +82,7 @@ namespace Ryujinx.Audio.Backends.SDL2
if (frameCount == 0) if (frameCount == 0)
{ {
// SDL2 left the responsibility to the user to clear the buffer. // SDL2 left the responsibility to the user to clear the buffer.
streamSpan.Fill(0); streamSpan.Clear();
return; return;
} }
@ -96,7 +96,7 @@ namespace Ryujinx.Audio.Backends.SDL2
IntPtr pStreamSrc = (IntPtr)p; IntPtr pStreamSrc = (IntPtr)p;
// Zero the dest buffer // Zero the dest buffer
streamSpan.Fill(0); streamSpan.Clear();
// Apply volume to written data // Apply volume to written data
SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME)); SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
@ -151,7 +151,7 @@ namespace Ryujinx.Audio.Backends.SDL2
if (_outputStream != 0) if (_outputStream != 0)
{ {
SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer)); SDL2AudioBuffer driverBuffer = new(buffer.DataPointer, GetSampleCount(buffer));
_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length); _ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);