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https://github.com/GreemDev/Ryujinx.git
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f3b0b4831c
* amadeus: Update to REV9 This implements all the changes made with REV9 on 12.0.0. * Address Ac_k's comments
70 lines
2.2 KiB
C#
70 lines
2.2 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 System;
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namespace Ryujinx.Audio.Renderer.Parameter
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{
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/// <summary>
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/// Generic interface to represent input information for an effect.
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/// </summary>
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public interface IEffectInParameter
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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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EffectType Type { get; }
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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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bool IsNew { get; }
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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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bool IsEnabled { get; }
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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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int MixId { get; }
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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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ulong BufferBase { get; }
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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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ulong BufferSize { get; }
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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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uint ProcessingOrder { get; }
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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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Span<byte> SpecificData { get; }
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}
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}
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