mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-20 22:37:52 -05:00
memory: rename global memory references to application memory
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@ -93,7 +93,7 @@ void DeviceSession::AppendBuffers(std::span<const AudioBuffer> buffers) const {
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stream->AppendBuffer(new_buffer, samples);
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} else {
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std::vector<s16> samples(buffer.size / sizeof(s16));
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system.Memory().ReadBlockUnsafe(buffer.samples, samples.data(), buffer.size);
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system.ApplicationMemory().ReadBlockUnsafe(buffer.samples, samples.data(), buffer.size);
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stream->AppendBuffer(new_buffer, samples);
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}
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}
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@ -102,7 +102,7 @@ void DeviceSession::AppendBuffers(std::span<const AudioBuffer> buffers) const {
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void DeviceSession::ReleaseBuffer(const AudioBuffer& buffer) const {
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if (type == Sink::StreamType::In) {
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auto samples{stream->ReleaseBuffer(buffer.size / sizeof(s16))};
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system.Memory().WriteBlockUnsafe(buffer.samples, samples.data(), buffer.size);
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system.ApplicationMemory().WriteBlockUnsafe(buffer.samples, samples.data(), buffer.size);
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}
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}
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@ -13,7 +13,7 @@
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namespace AudioCore::AudioRenderer::ADSP {
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ADSP::ADSP(Core::System& system_, Sink::Sink& sink_)
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: system{system_}, memory{system.Memory()}, sink{sink_} {}
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: system{system_}, memory{system.ApplicationMemory()}, sink{sink_} {}
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ADSP::~ADSP() {
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ClearCommandBuffers();
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@ -17,7 +17,7 @@ namespace AudioCore::AudioRenderer::ADSP {
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void CommandListProcessor::Initialize(Core::System& system_, CpuAddr buffer, u64 size,
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Sink::SinkStream* stream_) {
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system = &system_;
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memory = &system->Memory();
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memory = &system->ApplicationMemory();
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stream = stream_;
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header = reinterpret_cast<CommandListHeader*>(buffer);
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commands = reinterpret_cast<u8*>(buffer + sizeof(CommandListHeader));
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@ -127,8 +127,7 @@ Result System::Initialize(const AudioRendererParameterInternal& params,
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render_device = params.rendering_device;
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execution_mode = params.execution_mode;
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core.Memory().ZeroBlock(*core.ApplicationProcess(), transfer_memory->GetSourceAddress(),
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transfer_memory_size);
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core.ApplicationMemory().ZeroBlock(transfer_memory->GetSourceAddress(), transfer_memory_size);
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// Note: We're not actually using the transfer memory because it's a pain to code for.
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// Allocate the memory normally instead and hope the game doesn't try to read anything back
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