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https://github.com/azahar-emu/soundtouch
synced 2025-11-06 23:20:03 +01:00
Fixed 'const' function parameter mismatches
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@ -73,6 +73,7 @@ using namespace soundtouch;
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double TDStretchSSE::calcCrossCorrStereo(const float *pV1, const float *pV2) const
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{
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int i;
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float *pVec1;
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__m128 vSum, *pVec2;
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// Note. It means a major slow-down if the routine needs to tolerate
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@ -103,6 +104,7 @@ double TDStretchSSE::calcCrossCorrStereo(const float *pV1, const float *pV2) con
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// Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
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// Note: pV2 _must_ be aligned to 16-bit boundary, pV1 need not.
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pVec1 = (float*)pV1;
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pVec2 = (__m128*)pV2;
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vSum = _mm_setzero_ps();
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@ -110,18 +112,18 @@ double TDStretchSSE::calcCrossCorrStereo(const float *pV1, const float *pV2) con
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for (i = 0; i < overlapLength / 8; i ++)
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{
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// vSum += pV1[0..3] * pV2[0..3]
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pV1),pVec2[0]));
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pVec1),pVec2[0]));
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// vSum += pV1[4..7] * pV2[4..7]
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pV1 + 4), pVec2[1]));
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pVec1 + 4), pVec2[1]));
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// vSum += pV1[8..11] * pV2[8..11]
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pV1 + 8), pVec2[2]));
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pVec1 + 8), pVec2[2]));
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// vSum += pV1[12..15] * pV2[12..15]
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pV1 + 12), pVec2[3]));
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vSum = _mm_add_ps(vSum, _mm_mul_ps(_MM_LOAD(pVec1 + 12), pVec2[3]));
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pV1 += 16;
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pVec1 += 16;
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pVec2 += 4;
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}
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@ -298,12 +300,12 @@ uint FIRFilterSSE::evaluateFilterStereo(float *dest, const float *source, uint n
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// filter is evaluated for two stereo samples with each iteration, thus use of 'j += 2'
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for (j = 0; j < count; j += 2)
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{
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const float *pSrc;
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float *pSrc;
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const __m128 *pFil;
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__m128 sum1, sum2;
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uint i;
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pSrc = source; // source audio data
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pSrc = (float*)source; // source audio data
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pFil = (__m128*)filterCoeffsAlign; // filter coefficients. NOTE: Assumes coefficients
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// are aligned to 16-byte boundary
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sum1 = sum2 = _mm_setzero_ps();
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