using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Common.Memory;
using System.Runtime.InteropServices;

namespace Ryujinx.Audio.Renderer.Parameter.Effect
{
    /// <summary>
    /// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.BiquadFilter"/>.
    /// </summary>
    [StructLayout(LayoutKind.Sequential, Pack = 1)]
    public struct BiquadFilterEffectParameter2
    {
        /// <summary>
        /// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
        /// </summary>
        public Array6<byte> Input;

        /// <summary>
        /// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
        /// </summary>
        public Array6<byte> Output;
        
        /// <summary>
        /// Reserved/unused.
        /// </summary>
        private readonly uint _padding;

        /// <summary>
        /// Biquad filter numerator (b0, b1, b2).
        /// </summary>
        public Array3<float> Numerator;

        /// <summary>
        /// Biquad filter denominator (a1, a2).
        /// </summary>
        /// <remarks>a0 = 1</remarks>
        public Array2<float> Denominator;

        /// <summary>
        /// The total channel count used.
        /// </summary>
        public byte ChannelCount;

        /// <summary>
        /// The current usage status of the effect on the client side.
        /// </summary>
        public UsageState Status;
        
        /// <summary>
        /// Reserved/unused.
        /// </summary>
        private readonly ushort _reserved;
    }
}
