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using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Input information for a sink.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct SinkInParameter
{
/// <summary>
/// Type of the sink.
/// </summary>
public SinkType Type;
/// <summary>
/// Set to true if the sink is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// Reserved/padding.
/// </summary>
private readonly ushort _reserved1;
/// <summary>
/// The node id of the sink.
/// </summary>
public int NodeId;
/// <summary>
/// Reserved/padding.
/// </summary>
private unsafe fixed ulong _reserved2[3];
/// <summary>
/// Specific data storage.
/// </summary>
private SpecificDataStruct _specificDataStart;
[StructLayout(LayoutKind.Sequential, Size = 0x120, Pack = 1)]
private struct SpecificDataStruct { }
/// <summary>
/// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Sink"/> namespace.
/// </summary>
public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart);
}
}
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