forked from Mirror/Ryujinx
68 lines
1.9 KiB
C#
68 lines
1.9 KiB
C#
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public static class FloatingPointHelper
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundDown(float a, float b)
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{
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return RoundDown(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundDown(float a)
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{
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return MathF.Round(a, 0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundUp(float a)
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{
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return MathF.Round(a);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundUp(float a, float b)
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{
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return RoundUp(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Pow10(float x)
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{
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// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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if (x >= 0.0f)
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{
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return 1.0f;
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}
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else if (x <= -5.3f)
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{
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return 0.0f;
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}
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return MathF.Pow(10, x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegreesToRadians(float degrees)
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{
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return degrees * MathF.PI / 180.0f;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Cos(float value)
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{
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return MathF.Cos(DegreesToRadians(value));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Sin(float value)
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{
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return MathF.Sin(DegreesToRadians(value));
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}
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}
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}
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