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ryujinx-final/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs
2021-01-01 00:12:32 +01:00

65 lines
2.4 KiB
C#

//
// 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.Server.Upsampler;
using System;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
/// </summary>
/// <remarks>
/// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
/// </remarks>
public sealed class RendererSystemContext
{
/// <summary>
/// The session id of the current renderer.
/// </summary>
public int SessionId;
/// <summary>
/// The target channel count for sink.
/// </summary>
/// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
public uint ChannelCount;
/// <summary>
/// The total count of mix buffer.
/// </summary>
public uint MixBufferCount;
/// <summary>
/// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
/// </summary>
public BehaviourContext BehaviourContext;
/// <summary>
/// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
/// </summary>
public UpsamplerManager UpsamplerManager;
/// <summary>
/// The memory to use for depop processing.
/// </summary>
/// <remarks>
/// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
/// </remarks>
public Memory<float> DepopBuffer;
}
}