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diff --git a/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs b/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs
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+//
+// 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 <https://www.gnu.org/licenses/>.
+//
+
+using Ryujinx.Audio.Renderer.Server.Upsampler;
+using System;
+
+namespace Ryujinx.Audio.Renderer.Server
+{
+ /// <summary>
+ /// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
+ /// </summary>
+ /// <remarks>
+ /// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
+ /// </remarks>
+ public sealed class RendererSystemContext
+ {
+ /// <summary>
+ /// The session id of the current renderer.
+ /// </summary>
+ public int SessionId;
+
+ /// <summary>
+ /// The target channel count for sink.
+ /// </summary>
+ /// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
+ public uint ChannelCount;
+
+ /// <summary>
+ /// The total count of mix buffer.
+ /// </summary>
+ public uint MixBufferCount;
+
+ /// <summary>
+ /// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
+ /// </summary>
+ public BehaviourContext BehaviourContext;
+
+ /// <summary>
+ /// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
+ /// </summary>
+ public UpsamplerManager UpsamplerManager;
+
+ /// <summary>
+ /// The memory to use for depop processing.
+ /// </summary>
+ /// <remarks>
+ /// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
+ /// </remarks>
+ public Memory<float> DepopBuffer;
+ }
+}