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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4 changed files with 60 additions and 12 deletions
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@ -305,13 +305,34 @@ namespace Ryujinx.Audio.Renderer.Server
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/// <param name="workBufferSize">The guest work buffer size.</param>
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/// <param name="processHandle">The process handle of the application.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, IVirtualMemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle, float volume)
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public ResultCode OpenAudioRenderer(
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out AudioRenderSystem renderer,
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IVirtualMemoryManager memoryManager,
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ref AudioRendererConfiguration parameter,
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ulong appletResourceUserId,
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ulong workBufferAddress,
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ulong workBufferSize,
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uint processHandle,
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float volume)
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{
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int sessionId = AcquireSessionId();
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AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
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ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
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// TODO: Eventually, we should try to use the guest supplied work buffer instead of allocating
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// our own. However, it was causing problems on some applications that would unmap the memory
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// before the audio renderer was fully disposed.
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Memory<byte> workBufferMemory = GC.AllocateArray<byte>((int)workBufferSize, pinned: true);
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ResultCode result = audioRenderer.Initialize(
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ref parameter,
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processHandle,
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workBufferMemory,
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workBufferAddress,
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workBufferSize,
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sessionId,
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appletResourceUserId,
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memoryManager);
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if (result == ResultCode.Success)
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{
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