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
This commit is contained in:
parent
c64524a240
commit
81f1a4dc31
4 changed files with 60 additions and 12 deletions
|
@ -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)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue