Revert "hle_ipc: Use std::span to avoid heap allocations/copies when calling ReadBuffer"
This commit is contained in:
parent
8a33f8bd30
commit
b01698775b
61 changed files with 326 additions and 368 deletions
|
@ -112,7 +112,7 @@ private:
|
|||
void RequestUpdate(Kernel::HLERequestContext& ctx) {
|
||||
LOG_TRACE(Service_Audio, "called");
|
||||
|
||||
const auto input{ctx.ReadBuffer(0)};
|
||||
std::vector<u8> input{ctx.ReadBuffer(0)};
|
||||
|
||||
// These buffers are written manually to avoid an issue with WriteBuffer throwing errors for
|
||||
// checking size 0. Performance size is 0 for most games.
|
||||
|
|
|
@ -93,7 +93,7 @@ private:
|
|||
ctx.WriteBuffer(samples);
|
||||
}
|
||||
|
||||
bool DecodeOpusData(u32& consumed, u32& sample_count, std::span<const u8> input,
|
||||
bool DecodeOpusData(u32& consumed, u32& sample_count, const std::vector<u8>& input,
|
||||
std::vector<opus_int16>& output, u64* out_performance_time) const {
|
||||
const auto start_time = std::chrono::steady_clock::now();
|
||||
const std::size_t raw_output_sz = output.size() * sizeof(opus_int16);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue