using Ryujinx.Common.Utilities; using System; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter { /// <summary> /// Input header for a splitter destination update. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct SplitterDestinationInParameter { /// <summary> /// Magic of the input header. /// </summary> public uint Magic; /// <summary> /// Target splitter destination data id. /// </summary> public int Id; /// <summary> /// Mix buffer volumes storage. /// </summary> private MixArray _mixBufferVolume; /// <summary> /// The mix to output the result of the splitter. /// </summary> public int DestinationId; /// <summary> /// Set to true if in use. /// </summary> [MarshalAs(UnmanagedType.I1)] public bool IsUsed; /// <summary> /// Reserved/padding. /// </summary> private unsafe fixed byte _reserved[3]; [StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax, Pack = 1)] private struct MixArray { } /// <summary> /// Mix buffer volumes. /// </summary> /// <remarks>Used when a splitter id is specified in the mix.</remarks> public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _mixBufferVolume); /// <summary> /// The expected constant of any input header. /// </summary> private const uint ValidMagic = 0x44444E53; /// <summary> /// Check if the magic is valid. /// </summary> /// <returns>Returns true if the magic is valid.</returns> public bool IsMagicValid() { return Magic == ValidMagic; } } }