mirror of
https://github.com/Ryujinx/Ryujinx.git
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4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
97 lines
2.9 KiB
C#
97 lines
2.9 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter
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{
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/// <summary>
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/// Input information for an effect version 2. (added with REV9)
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct EffectInParameterVersion2 : IEffectInParameter
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{
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/// <summary>
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/// Type of the effect.
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/// </summary>
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public EffectType Type;
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/// <summary>
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/// Set to true if the effect is new.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsNew;
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/// <summary>
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/// Set to true if the effect must be active.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsEnabled;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved1;
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/// <summary>
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/// The target mix id of the effect.
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/// </summary>
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public int MixId;
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/// <summary>
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/// Address of the processing workbuffer.
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/// </summary>
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/// <remarks>This is additional data that could be required by the effect processing.</remarks>
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public ulong BufferBase;
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/// <summary>
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/// Size of the processing workbuffer.
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/// </summary>
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/// <remarks>This is additional data that could be required by the effect processing.</remarks>
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public ulong BufferSize;
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/// <summary>
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/// Position of the effect while processing effects.
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/// </summary>
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public uint ProcessingOrder;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private uint _reserved2;
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/// <summary>
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/// Specific data storage.
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/// </summary>
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private SpecificDataStruct _specificDataStart;
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[StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)]
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private struct SpecificDataStruct { }
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public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart);
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EffectType IEffectInParameter.Type => Type;
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bool IEffectInParameter.IsNew => IsNew;
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bool IEffectInParameter.IsEnabled => IsEnabled;
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int IEffectInParameter.MixId => MixId;
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ulong IEffectInParameter.BufferBase => BufferBase;
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ulong IEffectInParameter.BufferSize => BufferSize;
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uint IEffectInParameter.ProcessingOrder => ProcessingOrder;
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/// <summary>
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/// Check if the given channel count is valid.
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/// </summary>
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/// <param name="channelCount">The channel count to check</param>
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/// <returns>Returns true if the channel count is valid.</returns>
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public static bool IsChannelCountValid(int channelCount)
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{
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return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6;
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}
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}
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}
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