using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter.Sink
{
/// <summary>
/// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct DeviceParameter
/// Device name storage.
private DeviceNameStruct _deviceName;
/// Reserved/padding.
private byte _padding;
/// The total count of channels to output to the device.
public uint InputCount;
/// The input channels index that will be used.
public Array6<byte> Input;
private byte _reserved;
/// Set to true if the user controls Surround to Stereo downmixing coefficients.
[MarshalAs(UnmanagedType.I1)]
public bool DownMixParameterEnabled;
/// The user Surround to Stereo downmixing coefficients.
public Array4<float> DownMixParameter;
[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
private struct DeviceNameStruct { }
/// The output device name.
public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName);
}