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 { /// <summary> /// <see cref="SinkInParameter.SpecificData"/> for <see cref="SinkType.CircularBuffer"/>. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct CircularBufferParameter { /// <summary> /// The CPU address of the user circular buffer. /// </summary> public CpuAddress BufferAddress; /// <summary> /// The size of the user circular buffer. /// </summary> public uint BufferSize; /// <summary> /// The total count of channels to output to the circular buffer. /// </summary> public uint InputCount; /// <summary> /// The target sample count to output per update in the circular buffer. /// </summary> public uint SampleCount; /// <summary> /// Last read offset on the CPU side. /// </summary> public uint LastReadOffset; /// <summary> /// The target <see cref="SampleFormat"/>. /// </summary> /// <remarks>Only <see cref="Audio.Common.SampleFormat.PcmInt16"/> is supported.</remarks> public SampleFormat SampleFormat; /// <summary> /// Reserved/padding. /// </summary> private unsafe fixed byte _reserved1[3]; /// <summary> /// The input channels index that will be used. /// </summary> public Array6<byte> Input; /// <summary> /// Reserved/padding. /// </summary> private readonly ushort _reserved2; } }