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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;
}
}
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