misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
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200 changed files with 306 additions and 309 deletions
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@ -29,34 +29,34 @@ namespace Ryujinx.Audio.Renderer.Server
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private object _lock = new object();
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private AudioRendererExecutionMode _executionMode;
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private IWritableEvent _systemEvent;
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private ManualResetEvent _terminationEvent;
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private MemoryPoolState _dspMemoryPoolState;
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private VoiceContext _voiceContext;
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private MixContext _mixContext;
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private SinkContext _sinkContext;
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private SplitterContext _splitterContext;
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private EffectContext _effectContext;
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private PerformanceManager _performanceManager;
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private UpsamplerManager _upsamplerManager;
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private bool _isActive;
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private BehaviourContext _behaviourContext;
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private ulong _totalElapsedTicksUpdating;
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private ulong _totalElapsedTicks;
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private int _sessionId;
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private Memory<MemoryPoolState> _memoryPools;
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private IWritableEvent _systemEvent;
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private ManualResetEvent _terminationEvent;
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private MemoryPoolState _dspMemoryPoolState;
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private VoiceContext _voiceContext;
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private MixContext _mixContext;
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private SinkContext _sinkContext;
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private SplitterContext _splitterContext;
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private EffectContext _effectContext;
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private PerformanceManager _performanceManager;
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private UpsamplerManager _upsamplerManager;
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private bool _isActive;
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private BehaviourContext _behaviourContext;
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private ulong _totalElapsedTicksUpdating;
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private ulong _totalElapsedTicks;
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private int _sessionId;
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private Memory<MemoryPoolState> _memoryPools;
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private uint _sampleRate;
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private uint _sampleCount;
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private uint _mixBufferCount;
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private uint _voiceChannelCountMax;
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private uint _upsamplerCount;
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private uint _memoryPoolCount;
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private uint _processHandle;
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private uint _sampleRate;
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private uint _sampleCount;
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private uint _mixBufferCount;
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private uint _voiceChannelCountMax;
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private uint _upsamplerCount;
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private uint _memoryPoolCount;
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private uint _processHandle;
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private ulong _appletResourceId;
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private WritableRegion _workBufferRegion;
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private MemoryHandle _workBufferMemoryPin;
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private MemoryHandle _workBufferMemoryPin;
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private Memory<float> _mixBuffer;
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private Memory<float> _depopBuffer;
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@ -81,21 +81,21 @@ namespace Ryujinx.Audio.Renderer.Server
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public AudioRenderSystem(AudioRendererManager manager, IWritableEvent systemEvent)
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{
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_manager = manager;
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_terminationEvent = new ManualResetEvent(false);
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_manager = manager;
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_terminationEvent = new ManualResetEvent(false);
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_dspMemoryPoolState = MemoryPoolState.Create(MemoryPoolState.LocationType.Dsp);
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_voiceContext = new VoiceContext();
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_mixContext = new MixContext();
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_sinkContext = new SinkContext();
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_splitterContext = new SplitterContext();
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_effectContext = new EffectContext();
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_voiceContext = new VoiceContext();
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_mixContext = new MixContext();
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_sinkContext = new SinkContext();
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_splitterContext = new SplitterContext();
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_effectContext = new EffectContext();
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_commandProcessingTimeEstimator = null;
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_systemEvent = systemEvent;
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_behaviourContext = new BehaviourContext();
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_totalElapsedTicksUpdating = 0;
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_sessionId = 0;
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_sessionId = 0;
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}
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public ResultCode Initialize(ref AudioRendererConfiguration parameter, uint processHandle, CpuAddress workBuffer, ulong workBufferSize, int sessionId, ulong appletResourceId, IVirtualMemoryManager memoryManager)
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@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Server
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_behaviourContext.SetUserRevision(parameter.Revision);
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_sampleRate = parameter.SampleRate;
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_sampleRate = parameter.SampleRate;
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_sampleCount = parameter.SampleCount;
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_mixBufferCount = parameter.MixBufferCount;
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_voiceChannelCountMax = Constants.VoiceChannelCountMax;
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@ -203,7 +203,7 @@ namespace Ryujinx.Audio.Renderer.Server
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{
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ref VoiceChannelResource voiceChannelResource = ref voiceChannelResources.Span[(int)id];
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voiceChannelResource.Id = id;
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voiceChannelResource.Id = id;
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voiceChannelResource.IsUsed = false;
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}
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@ -852,4 +852,4 @@ namespace Ryujinx.Audio.Renderer.Server
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}
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}
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}
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}
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}
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