diff options
Diffstat (limited to 'Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c')
-rw-r--r-- | Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c | 785 |
1 files changed, 785 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c b/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c new file mode 100644 index 0000000..f517539 --- /dev/null +++ b/Source/external/SDL2/src/audio/wasapi/SDL_wasapi.c @@ -0,0 +1,785 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#include "../../SDL_internal.h" + +#if SDL_AUDIO_DRIVER_WASAPI + +#include "../../core/windows/SDL_windows.h" +#include "SDL_audio.h" +#include "SDL_timer.h" +#include "../SDL_audio_c.h" +#include "../SDL_sysaudio.h" +#include "SDL_assert.h" +#include "SDL_log.h" + +#define COBJMACROS +#include <mmdeviceapi.h> +#include <audioclient.h> + +#include "SDL_wasapi.h" + +/* This constant isn't available on MinGW-w64 */ +#ifndef AUDCLNT_STREAMFLAGS_RATEADJUST +#define AUDCLNT_STREAMFLAGS_RATEADJUST 0x00100000 +#endif + +/* these increment as default devices change. Opened default devices pick up changes in their threads. */ +SDL_atomic_t WASAPI_DefaultPlaybackGeneration; +SDL_atomic_t WASAPI_DefaultCaptureGeneration; + +/* This is a list of device id strings we have inflight, so we have consistent pointers to the same device. */ +typedef struct DevIdList +{ + WCHAR *str; + struct DevIdList *next; +} DevIdList; + +static DevIdList *deviceid_list = NULL; + +/* Some GUIDs we need to know without linking to libraries that aren't available before Vista. */ +static const IID SDL_IID_IAudioRenderClient = { 0xf294acfc, 0x3146, 0x4483,{ 0xa7, 0xbf, 0xad, 0xdc, 0xa7, 0xc2, 0x60, 0xe2 } }; +static const IID SDL_IID_IAudioCaptureClient = { 0xc8adbd64, 0xe71e, 0x48a0,{ 0xa4, 0xde, 0x18, 0x5c, 0x39, 0x5c, 0xd3, 0x17 } }; +static const GUID SDL_KSDATAFORMAT_SUBTYPE_PCM = { 0x00000001, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } }; +static const GUID SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT = { 0x00000003, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } }; + +static SDL_bool +WStrEqual(const WCHAR *a, const WCHAR *b) +{ + while (*a) { + if (*a != *b) { + return SDL_FALSE; + } + a++; + b++; + } + return *b == 0; +} + +static size_t +WStrLen(const WCHAR *wstr) +{ + size_t retval = 0; + if (wstr) { + while (*(wstr++)) { + retval++; + } + } + return retval; +} + +static WCHAR * +WStrDupe(const WCHAR *wstr) +{ + const size_t len = (WStrLen(wstr) + 1) * sizeof (WCHAR); + WCHAR *retval = (WCHAR *) SDL_malloc(len); + if (retval) { + SDL_memcpy(retval, wstr, len); + } + return retval; +} + + +void +WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid) +{ + DevIdList *i; + DevIdList *next; + DevIdList *prev = NULL; + for (i = deviceid_list; i; i = next) { + next = i->next; + if (WStrEqual(i->str, devid)) { + if (prev) { + prev->next = next; + } else { + deviceid_list = next; + } + SDL_RemoveAudioDevice(iscapture, i->str); + SDL_free(i->str); + SDL_free(i); + } + prev = i; + } +} + +void +WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, LPCWSTR devid) +{ + DevIdList *devidlist; + + /* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever). + In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for + phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be + available and switch automatically. (!!! FIXME...?) */ + + /* see if we already have this one. */ + for (devidlist = deviceid_list; devidlist; devidlist = devidlist->next) { + if (WStrEqual(devidlist->str, devid)) { + return; /* we already have this. */ + } + } + + devidlist = (DevIdList *) SDL_malloc(sizeof (*devidlist)); + if (!devidlist) { + return; /* oh well. */ + } + + devid = WStrDupe(devid); + if (!devid) { + SDL_free(devidlist); + return; /* oh well. */ + } + + devidlist->str = (WCHAR *) devid; + devidlist->next = deviceid_list; + deviceid_list = devidlist; + + SDL_AddAudioDevice(iscapture, devname, (void *) devid); +} + +static void +WASAPI_DetectDevices(void) +{ + WASAPI_EnumerateEndpoints(); +} + +static int +WASAPI_GetPendingBytes(_THIS) +{ + UINT32 frames = 0; + + /* it's okay to fail here; we'll deal with failures in the audio thread. */ + /* FIXME: need a lock around checking this->hidden->client */ + if (this->hidden->client != NULL) { /* definitely activated? */ + if (FAILED(IAudioClient_GetCurrentPadding(this->hidden->client, &frames))) { + return 0; /* oh well. */ + } + } + return ((int) frames) * this->hidden->framesize; +} + +static SDL_INLINE SDL_bool +WasapiFailed(_THIS, const HRESULT err) +{ + if (err == S_OK) { + return SDL_FALSE; + } + + if (err == AUDCLNT_E_DEVICE_INVALIDATED) { + this->hidden->device_lost = SDL_TRUE; + } else if (SDL_AtomicGet(&this->enabled)) { + IAudioClient_Stop(this->hidden->client); + SDL_OpenedAudioDeviceDisconnected(this); + SDL_assert(!SDL_AtomicGet(&this->enabled)); + } + + return SDL_TRUE; +} + +static int +UpdateAudioStream(_THIS, const SDL_AudioSpec *oldspec) +{ + /* Since WASAPI requires us to handle all audio conversion, and our + device format might have changed, we might have to add/remove/change + the audio stream that the higher level uses to convert data, so + SDL keeps firing the callback as if nothing happened here. */ + + if ( (this->callbackspec.channels == this->spec.channels) && + (this->callbackspec.format == this->spec.format) && + (this->callbackspec.freq == this->spec.freq) && + (this->callbackspec.samples == this->spec.samples) ) { + /* no need to buffer/convert in an AudioStream! */ + SDL_FreeAudioStream(this->stream); + this->stream = NULL; + } else if ( (oldspec->channels == this->spec.channels) && + (oldspec->format == this->spec.format) && + (oldspec->freq == this->spec.freq) ) { + /* The existing audio stream is okay to keep using. */ + } else { + /* replace the audiostream for new format */ + SDL_FreeAudioStream(this->stream); + if (this->iscapture) { + this->stream = SDL_NewAudioStream(this->spec.format, + this->spec.channels, this->spec.freq, + this->callbackspec.format, + this->callbackspec.channels, + this->callbackspec.freq); + } else { + this->stream = SDL_NewAudioStream(this->callbackspec.format, + this->callbackspec.channels, + this->callbackspec.freq, this->spec.format, + this->spec.channels, this->spec.freq); + } + + if (!this->stream) { + return -1; + } + } + + /* make sure our scratch buffer can cover the new device spec. */ + if (this->spec.size > this->work_buffer_len) { + Uint8 *ptr = (Uint8 *) SDL_realloc(this->work_buffer, this->spec.size); + if (ptr == NULL) { + return SDL_OutOfMemory(); + } + this->work_buffer = ptr; + this->work_buffer_len = this->spec.size; + } + + return 0; +} + + +static void ReleaseWasapiDevice(_THIS); + +static SDL_bool +RecoverWasapiDevice(_THIS) +{ + ReleaseWasapiDevice(this); /* dump the lost device's handles. */ + + if (this->hidden->default_device_generation) { + this->hidden->default_device_generation = SDL_AtomicGet(this->iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration); + } + + /* this can fail for lots of reasons, but the most likely is we had a + non-default device that was disconnected, so we can't recover. Default + devices try to reinitialize whatever the new default is, so it's more + likely to carry on here, but this handles a non-default device that + simply had its format changed in the Windows Control Panel. */ + if (WASAPI_ActivateDevice(this, SDL_TRUE) == -1) { + SDL_OpenedAudioDeviceDisconnected(this); + return SDL_FALSE; + } + + this->hidden->device_lost = SDL_FALSE; + + return SDL_TRUE; /* okay, carry on with new device details! */ +} + +static SDL_bool +RecoverWasapiIfLost(_THIS) +{ + const int generation = this->hidden->default_device_generation; + SDL_bool lost = this->hidden->device_lost; + + if (!SDL_AtomicGet(&this->enabled)) { + return SDL_FALSE; /* already failed. */ + } + + if (!this->hidden->client) { + return SDL_TRUE; /* still waiting for activation. */ + } + + if (!lost && (generation > 0)) { /* is a default device? */ + const int newgen = SDL_AtomicGet(this->iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration); + if (generation != newgen) { /* the desired default device was changed, jump over to it. */ + lost = SDL_TRUE; + } + } + + return lost ? RecoverWasapiDevice(this) : SDL_TRUE; +} + +static Uint8 * +WASAPI_GetDeviceBuf(_THIS) +{ + /* get an endpoint buffer from WASAPI. */ + BYTE *buffer = NULL; + + while (RecoverWasapiIfLost(this) && this->hidden->render) { + if (!WasapiFailed(this, IAudioRenderClient_GetBuffer(this->hidden->render, this->spec.samples, &buffer))) { + return (Uint8 *) buffer; + } + SDL_assert(buffer == NULL); + } + + return (Uint8 *) buffer; +} + +static void +WASAPI_PlayDevice(_THIS) +{ + if (this->hidden->render != NULL) { /* definitely activated? */ + /* WasapiFailed() will mark the device for reacquisition or removal elsewhere. */ + WasapiFailed(this, IAudioRenderClient_ReleaseBuffer(this->hidden->render, this->spec.samples, 0)); + } +} + +static void +WASAPI_WaitDevice(_THIS) +{ + while (RecoverWasapiIfLost(this) && this->hidden->client && this->hidden->event) { + /*SDL_Log("WAITDEVICE");*/ + if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) { + const UINT32 maxpadding = this->spec.samples; + UINT32 padding = 0; + if (!WasapiFailed(this, IAudioClient_GetCurrentPadding(this->hidden->client, &padding))) { + /*SDL_Log("WASAPI EVENT! padding=%u maxpadding=%u", (unsigned int)padding, (unsigned int)maxpadding);*/ + if (padding <= maxpadding) { + break; + } + } + } else { + /*SDL_Log("WASAPI FAILED EVENT!");*/ + IAudioClient_Stop(this->hidden->client); + SDL_OpenedAudioDeviceDisconnected(this); + } + } +} + +static int +WASAPI_CaptureFromDevice(_THIS, void *buffer, int buflen) +{ + SDL_AudioStream *stream = this->hidden->capturestream; + const int avail = SDL_AudioStreamAvailable(stream); + if (avail > 0) { + const int cpy = SDL_min(buflen, avail); + SDL_AudioStreamGet(stream, buffer, cpy); + return cpy; + } + + while (RecoverWasapiIfLost(this)) { + HRESULT ret; + BYTE *ptr = NULL; + UINT32 frames = 0; + DWORD flags = 0; + + /* uhoh, client isn't activated yet, just return silence. */ + if (!this->hidden->capture) { + /* Delay so we run at about the speed that audio would be arriving. */ + SDL_Delay(((this->spec.samples * 1000) / this->spec.freq)); + SDL_memset(buffer, this->spec.silence, buflen); + return buflen; + } + + ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL); + if (ret != AUDCLNT_S_BUFFER_EMPTY) { + WasapiFailed(this, ret); /* mark device lost/failed if necessary. */ + } + + if ((ret == AUDCLNT_S_BUFFER_EMPTY) || !frames) { + WASAPI_WaitDevice(this); + } else if (ret == S_OK) { + const int total = ((int) frames) * this->hidden->framesize; + const int cpy = SDL_min(buflen, total); + const int leftover = total - cpy; + const SDL_bool silent = (flags & AUDCLNT_BUFFERFLAGS_SILENT) ? SDL_TRUE : SDL_FALSE; + + if (silent) { + SDL_memset(buffer, this->spec.silence, cpy); + } else { + SDL_memcpy(buffer, ptr, cpy); + } + + if (leftover > 0) { + ptr += cpy; + if (silent) { + SDL_memset(ptr, this->spec.silence, leftover); /* I guess this is safe? */ + } + + if (SDL_AudioStreamPut(stream, ptr, leftover) == -1) { + return -1; /* uhoh, out of memory, etc. Kill device. :( */ + } + } + + ret = IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames); + WasapiFailed(this, ret); /* mark device lost/failed if necessary. */ + + return cpy; + } + } + + return -1; /* unrecoverable error. */ +} + +static void +WASAPI_FlushCapture(_THIS) +{ + BYTE *ptr = NULL; + UINT32 frames = 0; + DWORD flags = 0; + + if (!this->hidden->capture) { + return; /* not activated yet? */ + } + + /* just read until we stop getting packets, throwing them away. */ + while (SDL_TRUE) { + const HRESULT ret = IAudioCaptureClient_GetBuffer(this->hidden->capture, &ptr, &frames, &flags, NULL, NULL); + if (ret == AUDCLNT_S_BUFFER_EMPTY) { + break; /* no more buffered data; we're done. */ + } else if (WasapiFailed(this, ret)) { + break; /* failed for some other reason, abort. */ + } else if (WasapiFailed(this, IAudioCaptureClient_ReleaseBuffer(this->hidden->capture, frames))) { + break; /* something broke. */ + } + } + SDL_AudioStreamClear(this->hidden->capturestream); +} + +static void +ReleaseWasapiDevice(_THIS) +{ + if (this->hidden->client) { + IAudioClient_Stop(this->hidden->client); + IAudioClient_SetEventHandle(this->hidden->client, NULL); + IAudioClient_Release(this->hidden->client); + this->hidden->client = NULL; + } + + if (this->hidden->render) { + IAudioRenderClient_Release(this->hidden->render); + this->hidden->render = NULL; + } + + if (this->hidden->capture) { + IAudioCaptureClient_Release(this->hidden->capture); + this->hidden->capture = NULL; + } + + if (this->hidden->waveformat) { + CoTaskMemFree(this->hidden->waveformat); + this->hidden->waveformat = NULL; + } + + if (this->hidden->capturestream) { + SDL_FreeAudioStream(this->hidden->capturestream); + this->hidden->capturestream = NULL; + } + + if (this->hidden->activation_handler) { + WASAPI_PlatformDeleteActivationHandler(this->hidden->activation_handler); + this->hidden->activation_handler = NULL; + } + + if (this->hidden->event) { + CloseHandle(this->hidden->event); + this->hidden->event = NULL; + } +} + +static void +WASAPI_CloseDevice(_THIS) +{ + WASAPI_UnrefDevice(this); +} + +void +WASAPI_RefDevice(_THIS) +{ + SDL_AtomicIncRef(&this->hidden->refcount); +} + +void +WASAPI_UnrefDevice(_THIS) +{ + if (!SDL_AtomicDecRef(&this->hidden->refcount)) { + return; + } + + /* actual closing happens here. */ + + /* don't touch this->hidden->task in here; it has to be reverted from + our callback thread. We do that in WASAPI_ThreadDeinit(). + (likewise for this->hidden->coinitialized). */ + ReleaseWasapiDevice(this); + SDL_free(this->hidden->devid); + SDL_free(this->hidden); +} + +/* This is called once a device is activated, possibly asynchronously. */ +int +WASAPI_PrepDevice(_THIS, const SDL_bool updatestream) +{ + /* !!! FIXME: we could request an exclusive mode stream, which is lower latency; + !!! it will write into the kernel's audio buffer directly instead of + !!! shared memory that a user-mode mixer then writes to the kernel with + !!! everything else. Doing this means any other sound using this device will + !!! stop playing, including the user's MP3 player and system notification + !!! sounds. You'd probably need to release the device when the app isn't in + !!! the foreground, to be a good citizen of the system. It's doable, but it's + !!! more work and causes some annoyances, and I don't know what the latency + !!! wins actually look like. Maybe add a hint to force exclusive mode at + !!! some point. To be sure, defaulting to shared mode is the right thing to + !!! do in any case. */ + const SDL_AudioSpec oldspec = this->spec; + const AUDCLNT_SHAREMODE sharemode = AUDCLNT_SHAREMODE_SHARED; + UINT32 bufsize = 0; /* this is in sample frames, not samples, not bytes. */ + REFERENCE_TIME duration = 0; + IAudioClient *client = this->hidden->client; + IAudioRenderClient *render = NULL; + IAudioCaptureClient *capture = NULL; + WAVEFORMATEX *waveformat = NULL; + SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format); + SDL_AudioFormat wasapi_format = 0; + SDL_bool valid_format = SDL_FALSE; + HRESULT ret = S_OK; + DWORD streamflags = 0; + + SDL_assert(client != NULL); + +#ifdef __WINRT__ /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */ + this->hidden->event = CreateEventEx(NULL, NULL, 0, EVENT_ALL_ACCESS); +#else + this->hidden->event = CreateEventW(NULL, 0, 0, NULL); +#endif + + if (this->hidden->event == NULL) { + return WIN_SetError("WASAPI can't create an event handle"); + } + + ret = IAudioClient_GetMixFormat(client, &waveformat); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't determine mix format", ret); + } + + SDL_assert(waveformat != NULL); + this->hidden->waveformat = waveformat; + + this->spec.channels = (Uint8) waveformat->nChannels; + + /* Make sure we have a valid format that we can convert to whatever WASAPI wants. */ + if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) { + wasapi_format = AUDIO_F32SYS; + } else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) { + wasapi_format = AUDIO_S16SYS; + } else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) { + wasapi_format = AUDIO_S32SYS; + } else if (waveformat->wFormatTag == WAVE_FORMAT_EXTENSIBLE) { + const WAVEFORMATEXTENSIBLE *ext = (const WAVEFORMATEXTENSIBLE *) waveformat; + if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 32)) { + wasapi_format = AUDIO_F32SYS; + } else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 16)) { + wasapi_format = AUDIO_S16SYS; + } else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof (GUID)) == 0) && (waveformat->wBitsPerSample == 32)) { + wasapi_format = AUDIO_S32SYS; + } + } + + while ((!valid_format) && (test_format)) { + if (test_format == wasapi_format) { + this->spec.format = test_format; + valid_format = SDL_TRUE; + break; + } + test_format = SDL_NextAudioFormat(); + } + + if (!valid_format) { + return SDL_SetError("WASAPI: Unsupported audio format"); + } + + ret = IAudioClient_GetDevicePeriod(client, NULL, &duration); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't determine minimum device period", ret); + } + + /* favor WASAPI's resampler over our own, in Win7+. */ + if (this->spec.freq != waveformat->nSamplesPerSec) { + /* RATEADJUST only works with output devices in share mode, and is available in Win7 and later.*/ + if (WIN_IsWindows7OrGreater() && !this->iscapture && (sharemode == AUDCLNT_SHAREMODE_SHARED)) { + streamflags |= AUDCLNT_STREAMFLAGS_RATEADJUST; + waveformat->nSamplesPerSec = this->spec.freq; + waveformat->nAvgBytesPerSec = waveformat->nSamplesPerSec * waveformat->nChannels * (waveformat->wBitsPerSample / 8); + } + else { + this->spec.freq = waveformat->nSamplesPerSec; /* force sampling rate so our resampler kicks in. */ + } + } + + streamflags |= AUDCLNT_STREAMFLAGS_EVENTCALLBACK; + ret = IAudioClient_Initialize(client, sharemode, streamflags, duration, sharemode == AUDCLNT_SHAREMODE_SHARED ? 0 : duration, waveformat, NULL); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't initialize audio client", ret); + } + + ret = IAudioClient_SetEventHandle(client, this->hidden->event); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't set event handle", ret); + } + + ret = IAudioClient_GetBufferSize(client, &bufsize); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't determine buffer size", ret); + } + + this->spec.samples = (Uint16) bufsize; + if (!this->iscapture) { + this->spec.samples /= 2; /* fill half of the DMA buffer on each run. */ + } + + /* Update the fragment size as size in bytes */ + SDL_CalculateAudioSpec(&this->spec); + + this->hidden->framesize = (SDL_AUDIO_BITSIZE(this->spec.format) / 8) * this->spec.channels; + + if (this->iscapture) { + this->hidden->capturestream = SDL_NewAudioStream(this->spec.format, this->spec.channels, this->spec.freq, this->spec.format, this->spec.channels, this->spec.freq); + if (!this->hidden->capturestream) { + return -1; /* already set SDL_Error */ + } + + ret = IAudioClient_GetService(client, &SDL_IID_IAudioCaptureClient, (void**) &capture); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't get capture client service", ret); + } + + SDL_assert(capture != NULL); + this->hidden->capture = capture; + ret = IAudioClient_Start(client); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't start capture", ret); + } + + WASAPI_FlushCapture(this); /* MSDN says you should flush capture endpoint right after startup. */ + } else { + ret = IAudioClient_GetService(client, &SDL_IID_IAudioRenderClient, (void**) &render); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't get render client service", ret); + } + + SDL_assert(render != NULL); + this->hidden->render = render; + ret = IAudioClient_Start(client); + if (FAILED(ret)) { + return WIN_SetErrorFromHRESULT("WASAPI can't start playback", ret); + } + } + + if (updatestream) { + if (UpdateAudioStream(this, &oldspec) == -1) { + return -1; + } + } + + return 0; /* good to go. */ +} + + +static int +WASAPI_OpenDevice(_THIS, void *handle, const char *devname, int iscapture) +{ + LPCWSTR devid = (LPCWSTR) handle; + + /* Initialize all variables that we clean on shutdown */ + this->hidden = (struct SDL_PrivateAudioData *) + SDL_malloc((sizeof *this->hidden)); + if (this->hidden == NULL) { + return SDL_OutOfMemory(); + } + SDL_zerop(this->hidden); + + WASAPI_RefDevice(this); /* so CloseDevice() will unref to zero. */ + + if (!devid) { /* is default device? */ + this->hidden->default_device_generation = SDL_AtomicGet(iscapture ? &WASAPI_DefaultCaptureGeneration : &WASAPI_DefaultPlaybackGeneration); + } else { + this->hidden->devid = WStrDupe(devid); + if (!this->hidden->devid) { + return SDL_OutOfMemory(); + } + } + + if (WASAPI_ActivateDevice(this, SDL_FALSE) == -1) { + return -1; /* already set error. */ + } + + /* Ready, but waiting for async device activation. + Until activation is successful, we will report silence from capture + devices and ignore data on playback devices. + Also, since we don't know the _actual_ device format until after + activation, we let the app have whatever it asks for. We set up + an SDL_AudioStream to convert, if necessary, once the activation + completes. */ + + return 0; +} + +static void +WASAPI_ThreadInit(_THIS) +{ + WASAPI_PlatformThreadInit(this); +} + +static void +WASAPI_ThreadDeinit(_THIS) +{ + WASAPI_PlatformThreadDeinit(this); +} + +void +WASAPI_BeginLoopIteration(_THIS) +{ + /* no-op. */ +} + +static void +WASAPI_Deinitialize(void) +{ + DevIdList *devidlist; + DevIdList *next; + + WASAPI_PlatformDeinit(); + + for (devidlist = deviceid_list; devidlist; devidlist = next) { + next = devidlist->next; + SDL_free(devidlist->str); + SDL_free(devidlist); + } + deviceid_list = NULL; +} + +static int +WASAPI_Init(SDL_AudioDriverImpl * impl) +{ + SDL_AtomicSet(&WASAPI_DefaultPlaybackGeneration, 1); + SDL_AtomicSet(&WASAPI_DefaultCaptureGeneration, 1); + + if (WASAPI_PlatformInit() == -1) { + return 0; + } + + /* Set the function pointers */ + impl->DetectDevices = WASAPI_DetectDevices; + impl->ThreadInit = WASAPI_ThreadInit; + impl->ThreadDeinit = WASAPI_ThreadDeinit; + impl->BeginLoopIteration = WASAPI_BeginLoopIteration; + impl->OpenDevice = WASAPI_OpenDevice; + impl->PlayDevice = WASAPI_PlayDevice; + impl->WaitDevice = WASAPI_WaitDevice; + impl->GetPendingBytes = WASAPI_GetPendingBytes; + impl->GetDeviceBuf = WASAPI_GetDeviceBuf; + impl->CaptureFromDevice = WASAPI_CaptureFromDevice; + impl->FlushCapture = WASAPI_FlushCapture; + impl->CloseDevice = WASAPI_CloseDevice; + impl->Deinitialize = WASAPI_Deinitialize; + impl->HasCaptureSupport = 1; + + return 1; /* this audio target is available. */ +} + +AudioBootStrap WASAPI_bootstrap = { + "wasapi", "WASAPI", WASAPI_Init, 0 +}; + +#endif /* SDL_AUDIO_DRIVER_WASAPI */ + +/* vi: set ts=4 sw=4 expandtab: */ |