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:
gdkchan 2022-09-09 22:16:24 -03:00 committed by GitHub
parent 1d3038ebeb
commit 38b374b02c
4 changed files with 60 additions and 12 deletions

View file

@ -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)
{