[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>
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07fc3ded68
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2 changed files with 17 additions and 15 deletions
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@ -19,12 +19,14 @@ namespace Ryujinx.Audio.Backends.SDL2
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private readonly ManualResetEvent _pauseEvent;
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private readonly ManualResetEvent _pauseEvent;
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private readonly ConcurrentDictionary<SDL2HardwareDeviceSession, byte> _sessions;
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private readonly ConcurrentDictionary<SDL2HardwareDeviceSession, byte> _sessions;
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private bool _supportSurroundConfiguration;
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private readonly bool _supportSurroundConfiguration;
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// TODO: Add this to SDL2-CS
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// TODO: Add this to SDL2-CS
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// NOTE: We use a DllImport here because of marshaling issue for spec.
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// NOTE: We use a DllImport here because of marshaling issue for spec.
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#pragma warning disable SYSLIB1054
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[DllImport("SDL2")]
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[DllImport("SDL2")]
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private static extern int SDL_GetDefaultAudioInfo(IntPtr name, out SDL_AudioSpec spec, int isCapture);
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private static extern int SDL_GetDefaultAudioInfo(IntPtr name, out SDL_AudioSpec spec, int isCapture);
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#pragma warning restore SYSLIB1054
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public SDL2HardwareDeviceDriver()
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public SDL2HardwareDeviceDriver()
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{
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{
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@ -90,7 +92,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!");
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throw new NotImplementedException("Input direction is currently not implemented on SDL2 backend!");
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}
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}
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SDL2HardwareDeviceSession session = new SDL2HardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount, volume);
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SDL2HardwareDeviceSession session = new(this, memoryManager, sampleFormat, sampleRate, channelCount, volume);
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_sessions.TryAdd(session, 0);
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_sessions.TryAdd(session, 0);
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@ -135,8 +137,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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if (device == 0)
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if (device == 0)
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{
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{
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Logger.Error?.Print(LogClass.Application,
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Logger.Error?.Print(LogClass.Application, $"SDL2 open audio device initialization failed with error \"{SDL_GetError()}\"");
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$"SDL2 open audio device initialization failed with error \"{SDL_GetError()}\"");
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return 0;
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return 0;
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}
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}
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@ -156,6 +157,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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public void Dispose()
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public void Dispose()
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{
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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Dispose(true);
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}
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}
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@ -12,19 +12,19 @@ namespace Ryujinx.Audio.Backends.SDL2
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{
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{
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class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
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class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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{
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private SDL2HardwareDeviceDriver _driver;
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private readonly SDL2HardwareDeviceDriver _driver;
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private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
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private readonly ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
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private DynamicRingBuffer _ringBuffer;
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private readonly DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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private readonly ManualResetEvent _updateRequiredEvent;
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private uint _outputStream;
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private uint _outputStream;
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private bool _hasSetupError;
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private bool _hasSetupError;
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private SDL_AudioCallback _callbackDelegate;
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private readonly SDL_AudioCallback _callbackDelegate;
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private int _bytesPerFrame;
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private readonly int _bytesPerFrame;
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private uint _sampleCount;
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private uint _sampleCount;
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private bool _started;
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private bool _started;
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private float _volume;
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private float _volume;
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private ushort _nativeSampleFormat;
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private readonly ushort _nativeSampleFormat;
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public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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{
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@ -72,7 +72,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
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private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
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{
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{
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Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
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Span<byte> streamSpan = new((void*)stream, streamLength);
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int maxFrameCount = (int)GetSampleCount(streamLength);
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int maxFrameCount = (int)GetSampleCount(streamLength);
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int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
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int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
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@ -82,7 +82,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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if (frameCount == 0)
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if (frameCount == 0)
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{
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{
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// SDL2 left the responsibility to the user to clear the buffer.
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// SDL2 left the responsibility to the user to clear the buffer.
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streamSpan.Fill(0);
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streamSpan.Clear();
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return;
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return;
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}
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}
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@ -96,7 +96,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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IntPtr pStreamSrc = (IntPtr)p;
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IntPtr pStreamSrc = (IntPtr)p;
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// Zero the dest buffer
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// Zero the dest buffer
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streamSpan.Fill(0);
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streamSpan.Clear();
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// Apply volume to written data
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// Apply volume to written data
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SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
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SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
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@ -151,7 +151,7 @@ namespace Ryujinx.Audio.Backends.SDL2
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if (_outputStream != 0)
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if (_outputStream != 0)
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{
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{
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SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
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SDL2AudioBuffer driverBuffer = new(buffer.DataPointer, GetSampleCount(buffer));
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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