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			104 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program.  If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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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
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{
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    /// <summary>
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    /// Input information for an effect.
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    /// </summary>
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    [StructLayout(LayoutKind.Sequential, Pack = 1)]
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    public struct EffectInParameter
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    {
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        /// <summary>
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        /// Type of the effect.
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        /// </summary>
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        public EffectType Type;
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        /// <summary>
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        /// Set to true if the effect is new.
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        /// </summary>
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        [MarshalAs(UnmanagedType.I1)]
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        public bool IsNew;
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        /// <summary>
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        /// Set to true if the effect must be active.
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        /// </summary>
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        [MarshalAs(UnmanagedType.I1)]
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        public bool IsEnabled;
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        /// <summary>
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        /// Reserved/padding.
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        /// </summary>
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        private byte _reserved1;
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        /// <summary>
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        /// The target mix id of the effect.
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        /// </summary>
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        public int MixId;
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        /// <summary>
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        /// Address of the processing workbuffer.
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        /// </summary>
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        /// <remarks>This is additional data that could be required by the effect processing.</remarks>
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        public ulong BufferBase;
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        /// <summary>
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        /// Size of the processing workbuffer.
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        /// </summary>
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        /// <remarks>This is additional data that could be required by the effect processing.</remarks>
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        public ulong BufferSize;
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        /// <summary>
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        /// Position of the effect while processing effects.
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        /// </summary>
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        public uint ProcessingOrder;
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        /// <summary>
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        /// Reserved/padding.
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        /// </summary>
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        private uint _reserved2;
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        /// <summary>
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        /// Specific data storage.
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        /// </summary>
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        private SpecificDataStruct _specificDataStart;
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        [StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)]
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        private struct SpecificDataStruct { }
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        /// <summary>
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        /// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace.
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        /// </summary>
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        public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart);
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        /// <summary>
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        ///  Check if the given channel count is valid.
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        /// </summary>
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        /// <param name="channelCount">The channel count to check</param>
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        /// <returns>Returns true if the channel count is valid.</returns>
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        public static bool IsChannelCountValid(int channelCount)
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        {
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            return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6;
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        }
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    }
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}
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