//
// Copyright (c) 2019-2020 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 .
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
///
/// Input information for an effect.
///
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct EffectInParameter
{
///
/// Type of the effect.
///
public EffectType Type;
///
/// Set to true if the effect is new.
///
[MarshalAs(UnmanagedType.I1)]
public bool IsNew;
///
/// Set to true if the effect must be active.
///
[MarshalAs(UnmanagedType.I1)]
public bool IsEnabled;
///
/// Reserved/padding.
///
private byte _reserved1;
///
/// The target mix id of the effect.
///
public int MixId;
///
/// Address of the processing workbuffer.
///
/// This is additional data that could be required by the effect processing.
public ulong BufferBase;
///
/// Size of the processing workbuffer.
///
/// This is additional data that could be required by the effect processing.
public ulong BufferSize;
///
/// Position of the effect while processing effects.
///
public uint ProcessingOrder;
///
/// Reserved/padding.
///
private uint _reserved2;
///
/// Specific data storage.
///
private SpecificDataStruct _specificDataStart;
[StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)]
private struct SpecificDataStruct { }
///
/// Specific data changing depending of the . See also the namespace.
///
public Span SpecificData => SpanHelpers.AsSpan(ref _specificDataStart);
///
/// Check if the given channel count is valid.
///
/// The channel count to check
/// Returns true if the channel count is valid.
public static bool IsChannelCountValid(int channelCount)
{
return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6;
}
}
}