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SDK20 and REV15 support (ryubing/ryujinx!50)
See merge request ryubing/ryujinx!50
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@@ -1,9 +1,11 @@
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using Ryujinx.Audio.Renderer.Server;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Common
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{
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/// <summary>
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/// Represents the input parameter for <see cref="Server.BehaviourContext"/>.
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/// Represents the input parameter for <see cref="BehaviourInfo"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct BehaviourParameter
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@@ -21,7 +23,7 @@ namespace Ryujinx.Audio.Renderer.Common
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/// <summary>
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/// The flags given controlling behaviour of the audio renderer
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/// </summary>
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/// <remarks>See <see cref="Server.BehaviourContext.UpdateFlags(ulong)"/> and <see cref="Server.BehaviourContext.IsMemoryPoolForceMappingEnabled"/>.</remarks>
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/// <remarks>See <see cref="BehaviourInfo.UpdateFlags(ulong)"/> and <see cref="BehaviourInfo.IsMemoryPoolForceMappingEnabled"/>.</remarks>
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public ulong Flags;
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/// <summary>
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@@ -43,7 +45,7 @@ namespace Ryujinx.Audio.Renderer.Common
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/// <summary>
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/// Extra information given with the <see cref="ResultCode"/>
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/// </summary>
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/// <remarks>This is usually used to report a faulting cpu address when a <see cref="Server.MemoryPool.MemoryPoolState"/> mapping fail.</remarks>
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/// <remarks>This is usually used to report a faulting cpu address when a <see cref="MemoryPoolInfo"/> mapping fail.</remarks>
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public ulong ExtraErrorInfo;
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}
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}
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@@ -1,4 +1,5 @@
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Memory;
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using Ryujinx.Common.Utilities;
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using System;
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@@ -11,7 +12,7 @@ namespace Ryujinx.Audio.Renderer.Common
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/// </summary>
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/// <remarks>This is shared between the server and audio processor.</remarks>
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[StructLayout(LayoutKind.Sequential, Pack = Align)]
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public struct VoiceUpdateState
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public struct VoiceState
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{
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public const int Align = 0x10;
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public const int BiquadStateOffset = 0x0;
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@@ -25,7 +26,7 @@ namespace Ryujinx.Audio.Renderer.Common
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/// The total amount of samples that was played.
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/// </summary>
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/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
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/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
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/// <remarks>This is reset to 0 when looping while <see cref="VoiceInParameter1.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
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public ulong PlayedSampleCount;
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/// <summary>
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