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Implement AudRenU:RequestUpdateAuto, and use C descriptors when B reports as empty.
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@ -50,7 +50,7 @@ public:
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{7, &IAudioRenderer::QuerySystemEvent, "QuerySystemEvent"},
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{8, &IAudioRenderer::SetRenderingTimeLimit, "SetRenderingTimeLimit"},
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{9, &IAudioRenderer::GetRenderingTimeLimit, "GetRenderingTimeLimit"},
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{10, nullptr, "RequestUpdateAuto"},
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{10, &IAudioRenderer::RequestUpdate, "RequestUpdateAuto"},
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{11, nullptr, "ExecuteAudioRendererRendering"},
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};
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// clang-format on
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@ -113,15 +113,30 @@ private:
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// These buffers are written manually to avoid an issue with WriteBuffer throwing errors for
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// checking size 0. Performance size is 0 for most games.
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const auto buffers{ctx.BufferDescriptorB()};
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std::vector<u8> output(buffers[0].Size(), 0);
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std::vector<u8> performance(buffers[1].Size(), 0);
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std::vector<u8> output{};
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std::vector<u8> performance{};
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auto is_buffer_b{ctx.BufferDescriptorB()[0].Size() != 0};
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if (is_buffer_b) {
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const auto buffersB{ctx.BufferDescriptorB()};
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output.resize(buffersB[0].Size(), 0);
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performance.resize(buffersB[1].Size(), 0);
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} else {
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const auto buffersC{ctx.BufferDescriptorC()};
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output.resize(buffersC[0].Size(), 0);
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performance.resize(buffersC[1].Size(), 0);
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}
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auto result = impl->RequestUpdate(input, performance, output);
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if (result.IsSuccess()) {
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ctx.WriteBufferB(output.data(), output.size(), 0);
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ctx.WriteBufferB(performance.data(), performance.size(), 1);
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if (is_buffer_b) {
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ctx.WriteBufferB(output.data(), output.size(), 0);
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ctx.WriteBufferB(performance.data(), performance.size(), 1);
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} else {
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ctx.WriteBufferC(output.data(), output.size(), 0);
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ctx.WriteBufferC(performance.data(), performance.size(), 1);
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}
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} else {
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LOG_ERROR(Service_Audio, "RequestUpdate failed error 0x{:02X}!", result.description);
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}
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