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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
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/// </summary>
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/// <remarks>
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/// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
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/// </remarks>
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public sealed class RendererSystemContext
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{
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/// <summary>
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/// The session id of the current renderer.
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/// </summary>
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public int SessionId;
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/// <summary>
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/// The target channel count for sink.
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/// </summary>
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/// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
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public uint ChannelCount;
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/// <summary>
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/// The total count of mix buffer.
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/// </summary>
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public uint MixBufferCount;
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/// <summary>
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/// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
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/// </summary>
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public BehaviourContext BehaviourContext;
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/// <summary>
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/// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
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/// </summary>
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public UpsamplerManager UpsamplerManager;
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/// <summary>
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/// The memory to use for depop processing.
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/// </summary>
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/// <remarks>
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/// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
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/// </remarks>
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public Memory<float> DepopBuffer;
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}
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} |