IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel (#1458)
* IPC refactor part 2: Use ReplyAndReceive on HLE services and remove special handling from kernel * Fix for applet transfer memory + some nits * Keep handles if possible to avoid server handle table exhaustion * Fix IPC ZeroFill bug * am: Correctly implement CreateManagedDisplayLayer and implement CreateManagedDisplaySeparableLayer CreateManagedDisplaySeparableLayer is requires since 10.x+ when appletResourceUserId != 0 * Make it exit properly * Make ServiceNotImplementedException show the full message again * Allow yielding execution to avoid starving other threads * Only wait if active * Merge IVirtualMemoryManager and IAddressSpaceManager * Fix Ro loading data from the wrong process Co-authored-by: Thog <me@thog.eu>
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115 changed files with 2356 additions and 1088 deletions
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@ -19,7 +19,7 @@ using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Integration;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Logging;
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using Ryujinx.Cpu;
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using Ryujinx.Memory;
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using System;
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using System.Diagnostics;
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using System.Threading;
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@ -288,7 +288,7 @@ 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, MemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
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public ResultCode OpenAudioRenderer(out AudioRenderSystem renderer, IVirtualMemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
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{
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int sessionId = AcquireSessionId();
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@ -321,6 +321,14 @@ namespace Ryujinx.Audio.Renderer.Server
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{
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if (disposing)
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{
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lock (_audioProcessorLock)
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{
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if (_isRunning)
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{
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StopLocked();
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}
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}
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Processor.Dispose();
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foreach (HardwareDevice device in OutputDevices)
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