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This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Ryujinx.Common.Memory;
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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.Sink
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{
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/// <summary>
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/// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DeviceParameter
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{
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/// <summary>
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/// Device name storage.
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/// </summary>
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private DeviceNameStruct _deviceName;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _padding;
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/// <summary>
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/// The total count of channels to output to the device.
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/// </summary>
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public uint InputCount;
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/// <summary>
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/// The input channels index that will be used.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved;
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/// <summary>
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/// Set to true if the user controls Surround to Stereo downmixing coefficients.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool DownMixParameterEnabled;
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/// <summary>
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/// The user Surround to Stereo downmixing coefficients.
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/// </summary>
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public Array4<float> DownMixParameter;
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[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
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private struct DeviceNameStruct { }
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/// <summary>
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/// The output device name.
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/// </summary>
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public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName);
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}
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} |