Rework how sceAudio sample queueing works internally.

This commit is contained in:
Henrik Rydgård committed 2025-09-02 15:00:47 +02:00
1 parent 0332e67ad4
commit 25d04e6414
6 files changed
+164 -197

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@@ -1488,7 +1488,7 @@ void DrawAudioChannels(ImConfig &cfg, ImControl &control) {
ImGui::TableNextColumn();
char id[2]{};
id[0] = i + 1;
ImClickableValue(id, g_audioChans[i].sampleAddress, control, ImCmd::SHOW_IN_MEMORY_VIEWER);
ImClickableValue(id, g_audioChans[i].sampleAddressUnused, control, ImCmd::SHOW_IN_MEMORY_VIEWER);
ImGui::TableNextColumn();
ImGui::Text("%08x", g_audioChans[i].sampleCount);
ImGui::TableNextColumn();
@@ -1507,9 +1507,9 @@ void DrawAudioChannels(ImConfig &cfg, ImControl &control) {
}
ImGui::TableNextColumn();
for (auto t : g_audioChans[i].waitingThreads) {
KernelObject *thread = kernelObjects.GetFast<KernelObject>(t.threadID);
KernelObject *thread = kernelObjects.GetFast<KernelObject>(t);
if (thread) {
ImGui::Text("%s: %d", thread->GetName(), t.numSamples);
ImGui::Text("%s", thread->GetName());
}
}
ImGui::PopID();