// // Copyright (c) 2019-2021 Ryujinx // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see <https://www.gnu.org/licenses/>. // using Ryujinx.Audio.Renderer.Common; using Ryujinx.Common.Utilities; using System; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter { /// <summary> /// Input information for an effect. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct EffectInParameter { /// <summary> /// Type of the effect. /// </summary> public EffectType Type; /// <summary> /// Set to true if the effect is new. /// </summary> [MarshalAs(UnmanagedType.I1)] public bool IsNew; /// <summary> /// Set to true if the effect must be active. /// </summary> [MarshalAs(UnmanagedType.I1)] public bool IsEnabled; /// <summary> /// Reserved/padding. /// </summary> private byte _reserved1; /// <summary> /// The target mix id of the effect. /// </summary> public int MixId; /// <summary> /// Address of the processing workbuffer. /// </summary> /// <remarks>This is additional data that could be required by the effect processing.</remarks> public ulong BufferBase; /// <summary> /// Size of the processing workbuffer. /// </summary> /// <remarks>This is additional data that could be required by the effect processing.</remarks> public ulong BufferSize; /// <summary> /// Position of the effect while processing effects. /// </summary> public uint ProcessingOrder; /// <summary> /// Reserved/padding. /// </summary> private uint _reserved2; /// <summary> /// Specific data storage. /// </summary> private SpecificDataStruct _specificDataStart; [StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)] private struct SpecificDataStruct { } /// <summary> /// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace. /// </summary> public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart); /// <summary> /// Check if the given channel count is valid. /// </summary> /// <param name="channelCount">The channel count to check</param> /// <returns>Returns true if the channel count is valid.</returns> public static bool IsChannelCountValid(int channelCount) { return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6; } } }