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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@ -34,7 +34,14 @@ namespace Ryujinx.HLE.HOS.Services.Audio
KTransferMemory workBufferTransferMemory = context.Process.HandleTable.GetObject<KTransferMemory>(transferMemoryHandle);
uint processHandle = (uint)context.Request.HandleDesc.ToCopy[1];
ResultCode result = _impl.OpenAudioRenderer(context, out IAudioRenderer renderer, ref parameter, workBufferSize, appletResourceUserId, workBufferTransferMemory, processHandle);
ResultCode result = _impl.OpenAudioRenderer(
context,
out IAudioRenderer renderer,
ref parameter,
workBufferSize,
appletResourceUserId,
workBufferTransferMemory,
processHandle);
if (result == ResultCode.Success)
{