//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Generic interface to represent input information for an effect.
/// </summary>
public interface IEffectInParameter
/// Type of the effect.
EffectType Type { get; }
/// Set to true if the effect is new.
bool IsNew { get; }
/// Set to true if the effect must be active.
bool IsEnabled { get; }
/// The target mix id of the effect.
int MixId { get; }
/// Address of the processing workbuffer.
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
ulong BufferBase { get; }
/// Size of the processing workbuffer.
ulong BufferSize { get; }
/// Position of the effect while processing effects.
uint ProcessingOrder { get; }
/// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace.
Span<byte> SpecificData { get; }
}