//
// 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 .
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Common.Memory;
using System.Runtime.InteropServices;
using CpuAddress = System.UInt64;
namespace Ryujinx.Audio.Renderer.Parameter.Sink
{
///
/// for .
///
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct CircularBufferParameter
{
///
/// The CPU address of the user circular buffer.
///
public CpuAddress BufferAddress;
///
/// The size of the user circular buffer.
///
public uint BufferSize;
///
/// The total count of channels to output to the circular buffer.
///
public uint InputCount;
///
/// The target sample count to output per update in the circular buffer.
///
public uint SampleCount;
///
/// Last read offset on the CPU side.
///
public uint LastReadOffset;
///
/// The target .
///
/// Only is supported.
public SampleFormat SampleFormat;
///
/// Reserved/padding.
///
private unsafe fixed byte _reserved1[3];
///
/// The input channels index that will be used.
///
public Array6 Input;
///
/// Reserved/padding.
///
private ushort _reserved2;
}
}