1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-19 23:32:02 +00:00
Ryujinx/Ryujinx.Audio/Renderer/Parameter/IEffectInParameter.cs
Mary f3b0b4831c
amadeus: Update to REV9 (#2309)
* amadeus: Update to REV9

This implements all the changes made with REV9 on 12.0.0.

* Address Ac_k's comments
2021-05-25 19:01:09 +02:00

70 lines
2.2 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.Common;
using System;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Generic interface to represent input information for an effect.
/// </summary>
public interface IEffectInParameter
{
/// <summary>
/// Type of the effect.
/// </summary>
EffectType Type { get; }
/// <summary>
/// Set to true if the effect is new.
/// </summary>
bool IsNew { get; }
/// <summary>
/// Set to true if the effect must be active.
/// </summary>
bool IsEnabled { get; }
/// <summary>
/// The target mix id of the effect.
/// </summary>
int MixId { get; }
/// <summary>
/// Address of the processing workbuffer.
/// </summary>
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
ulong BufferBase { get; }
/// <summary>
/// Size of the processing workbuffer.
/// </summary>
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
ulong BufferSize { get; }
/// <summary>
/// Position of the effect while processing effects.
/// </summary>
uint ProcessingOrder { get; }
/// <summary>
/// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace.
/// </summary>
Span<byte> SpecificData { get; }
}
}