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