Allocate work buffer for audio renderer instead of using guest supplied memory (#3276)

* Allocate work buffer for audio renderer instead of using guest supplied memory

* Typo

* Use GC.AllocateArray to allocate pinned array
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gdkchan 2022-09-09 22:16:24 -03:00 committed by GitHub
parent c64524a240
commit 81f1a4dc31
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4 changed files with 60 additions and 12 deletions

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@ -31,11 +31,26 @@ namespace Ryujinx.HLE.HOS.Services.Audio
return AudioRendererManagerImpl.GetWorkBufferSize(ref parameter);
}
public ResultCode OpenAudioRenderer(ServiceCtx context, out IAudioRenderer obj, ref AudioRendererConfiguration parameter, ulong workBufferSize, ulong appletResourceUserId, KTransferMemory workBufferTransferMemory, uint processHandle)
public ResultCode OpenAudioRenderer(
ServiceCtx context,
out IAudioRenderer obj,
ref AudioRendererConfiguration parameter,
ulong workBufferSize,
ulong appletResourceUserId,
KTransferMemory workBufferTransferMemory,
uint processHandle)
{
var memoryManager = context.Process.HandleTable.GetKProcess((int)processHandle).CpuMemory;
ResultCode result = (ResultCode)_impl.OpenAudioRenderer(out AudioRenderSystem renderer, memoryManager, ref parameter, appletResourceUserId, workBufferTransferMemory.Address, workBufferTransferMemory.Size, processHandle, context.Device.Configuration.AudioVolume);
ResultCode result = (ResultCode)_impl.OpenAudioRenderer(
out AudioRenderSystem renderer,
memoryManager,
ref parameter,
appletResourceUserId,
workBufferTransferMemory.Address,
workBufferTransferMemory.Size,
processHandle,
context.Device.Configuration.AudioVolume);
if (result == ResultCode.Success)
{