//
// Copyright (c) 2019-2020 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 .
//
using System;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
    /// 
    /// Server state for a upsampling.
    /// 
    public class UpsamplerState
    {
        /// 
        /// The output buffer containing the target samples.
        /// 
        public Memory OutputBuffer { get; }
        /// 
        /// The target sample count.
        /// 
        public uint SampleCount { get; }
        /// 
        /// The index of the . (used to free it)
        /// 
        private int _index;
        /// 
        /// The .
        /// 
        private UpsamplerManager _manager;
        /// 
        /// The source sample count.
        /// 
        public uint SourceSampleCount;
        /// 
        /// The input buffer indices of the buffers holding the samples that need upsampling.
        /// 
        public ushort[] InputBufferIndices;
        /// 
        /// Create a new .
        /// 
        /// The upsampler manager.
        /// The index of the . (used to free it)
        /// The output buffer used to contain the target samples.
        /// The target sample count.
        public UpsamplerState(UpsamplerManager manager, int index, Memory outputBuffer, uint sampleCount)
        {
            _manager = manager;
            _index = index;
            OutputBuffer = outputBuffer;
            SampleCount = sampleCount;
        }
        /// 
        /// Release the .
        /// 
        public void Release()
        {
            _manager.Free(_index);
        }
    }
}