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-rw-r--r--source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.c785
-rw-r--r--source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.h85
-rw-r--r--source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_win32.c457
-rw-r--r--source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_winrt.cpp285
4 files changed, 1612 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.c b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.c
new file mode 100644
index 0000000..f517539
--- /dev/null
+++ b/source/3rd-party/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: */
diff --git a/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.h b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.h
new file mode 100644
index 0000000..142c0e5
--- /dev/null
+++ b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi.h
@@ -0,0 +1,85 @@
+/*
+ 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"
+
+#ifndef SDL_wasapi_h_
+#define SDL_wasapi_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "../SDL_sysaudio.h"
+
+/* Hidden "this" pointer for the audio functions */
+#ifdef __cplusplus
+#define _THIS SDL_AudioDevice *_this
+#else
+#define _THIS SDL_AudioDevice *this
+#endif
+
+struct SDL_PrivateAudioData
+{
+ SDL_atomic_t refcount;
+ WCHAR *devid;
+ WAVEFORMATEX *waveformat;
+ IAudioClient *client;
+ IAudioRenderClient *render;
+ IAudioCaptureClient *capture;
+ SDL_AudioStream *capturestream;
+ HANDLE event;
+ HANDLE task;
+ SDL_bool coinitialized;
+ int framesize;
+ int default_device_generation;
+ SDL_bool device_lost;
+ void *activation_handler;
+ SDL_atomic_t just_activated;
+};
+
+/* these increment as default devices change. Opened default devices pick up changes in their threads. */
+extern SDL_atomic_t WASAPI_DefaultPlaybackGeneration;
+extern SDL_atomic_t WASAPI_DefaultCaptureGeneration;
+
+/* win32 and winrt implementations call into these. */
+int WASAPI_PrepDevice(_THIS, const SDL_bool updatestream);
+void WASAPI_RefDevice(_THIS);
+void WASAPI_UnrefDevice(_THIS);
+void WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, LPCWSTR devid);
+void WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid);
+
+/* These are functions that are implemented differently for Windows vs WinRT. */
+int WASAPI_PlatformInit(void);
+void WASAPI_PlatformDeinit(void);
+void WASAPI_EnumerateEndpoints(void);
+int WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery);
+void WASAPI_PlatformThreadInit(_THIS);
+void WASAPI_PlatformThreadDeinit(_THIS);
+void WASAPI_PlatformDeleteActivationHandler(void *handler);
+void WASAPI_BeginLoopIteration(_THIS);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* SDL_wasapi_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_win32.c b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_win32.c
new file mode 100644
index 0000000..9d7c159
--- /dev/null
+++ b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_win32.c
@@ -0,0 +1,457 @@
+/*
+ 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"
+
+/* This is code that Windows uses to talk to WASAPI-related system APIs.
+ This is for non-WinRT desktop apps. The C++/CX implementation of these
+ functions, exclusive to WinRT, are in SDL_wasapi_winrt.cpp.
+ The code in SDL_wasapi.c is used by both standard Windows and WinRT builds
+ to deal with audio and calls into these functions. */
+
+#if SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__)
+
+#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"
+
+static const ERole SDL_WASAPI_role = eConsole; /* !!! FIXME: should this be eMultimedia? Should be a hint? */
+
+/* This is global to the WASAPI target, to handle hotplug and default device lookup. */
+static IMMDeviceEnumerator *enumerator = NULL;
+
+/* PropVariantInit() is an inline function/macro in PropIdl.h that calls the C runtime's memset() directly. Use ours instead, to avoid dependency. */
+#ifdef PropVariantInit
+#undef PropVariantInit
+#endif
+#define PropVariantInit(p) SDL_zerop(p)
+
+/* handle to Avrt.dll--Vista and later!--for flagging the callback thread as "Pro Audio" (low latency). */
+static HMODULE libavrt = NULL;
+typedef HANDLE(WINAPI *pfnAvSetMmThreadCharacteristicsW)(LPWSTR, LPDWORD);
+typedef BOOL(WINAPI *pfnAvRevertMmThreadCharacteristics)(HANDLE);
+static pfnAvSetMmThreadCharacteristicsW pAvSetMmThreadCharacteristicsW = NULL;
+static pfnAvRevertMmThreadCharacteristics pAvRevertMmThreadCharacteristics = NULL;
+
+/* Some GUIDs we need to know without linking to libraries that aren't available before Vista. */
+static const CLSID SDL_CLSID_MMDeviceEnumerator = { 0xbcde0395, 0xe52f, 0x467c,{ 0x8e, 0x3d, 0xc4, 0x57, 0x92, 0x91, 0x69, 0x2e } };
+static const IID SDL_IID_IMMDeviceEnumerator = { 0xa95664d2, 0x9614, 0x4f35,{ 0xa7, 0x46, 0xde, 0x8d, 0xb6, 0x36, 0x17, 0xe6 } };
+static const IID SDL_IID_IMMNotificationClient = { 0x7991eec9, 0x7e89, 0x4d85,{ 0x83, 0x90, 0x6c, 0x70, 0x3c, 0xec, 0x60, 0xc0 } };
+static const IID SDL_IID_IMMEndpoint = { 0x1be09788, 0x6894, 0x4089,{ 0x85, 0x86, 0x9a, 0x2a, 0x6c, 0x26, 0x5a, 0xc5 } };
+static const IID SDL_IID_IAudioClient = { 0x1cb9ad4c, 0xdbfa, 0x4c32,{ 0xb1, 0x78, 0xc2, 0xf5, 0x68, 0xa7, 0x03, 0xb2 } };
+static const PROPERTYKEY SDL_PKEY_Device_FriendlyName = { { 0xa45c254e, 0xdf1c, 0x4efd,{ 0x80, 0x20, 0x67, 0xd1, 0x46, 0xa8, 0x50, 0xe0, } }, 14 };
+
+
+static char *
+GetWasapiDeviceName(IMMDevice *device)
+{
+ /* PKEY_Device_FriendlyName gives you "Speakers (SoundBlaster Pro)" which drives me nuts. I'd rather it be
+ "SoundBlaster Pro (Speakers)" but I guess that's developers vs users. Windows uses the FriendlyName in
+ its own UIs, like Volume Control, etc. */
+ char *utf8dev = NULL;
+ IPropertyStore *props = NULL;
+ if (SUCCEEDED(IMMDevice_OpenPropertyStore(device, STGM_READ, &props))) {
+ PROPVARIANT var;
+ PropVariantInit(&var);
+ if (SUCCEEDED(IPropertyStore_GetValue(props, &SDL_PKEY_Device_FriendlyName, &var))) {
+ utf8dev = WIN_StringToUTF8(var.pwszVal);
+ }
+ PropVariantClear(&var);
+ IPropertyStore_Release(props);
+ }
+ return utf8dev;
+}
+
+
+/* We need a COM subclass of IMMNotificationClient for hotplug support, which is
+ easy in C++, but we have to tapdance more to make work in C.
+ Thanks to this page for coaching on how to make this work:
+ https://www.codeproject.com/Articles/13601/COM-in-plain-C */
+
+typedef struct SDLMMNotificationClient
+{
+ const IMMNotificationClientVtbl *lpVtbl;
+ SDL_atomic_t refcount;
+} SDLMMNotificationClient;
+
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_QueryInterface(IMMNotificationClient *this, REFIID iid, void **ppv)
+{
+ if ((WIN_IsEqualIID(iid, &IID_IUnknown)) || (WIN_IsEqualIID(iid, &SDL_IID_IMMNotificationClient)))
+ {
+ *ppv = this;
+ this->lpVtbl->AddRef(this);
+ return S_OK;
+ }
+
+ *ppv = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE
+SDLMMNotificationClient_AddRef(IMMNotificationClient *ithis)
+{
+ SDLMMNotificationClient *this = (SDLMMNotificationClient *) ithis;
+ return (ULONG) (SDL_AtomicIncRef(&this->refcount) + 1);
+}
+
+static ULONG STDMETHODCALLTYPE
+SDLMMNotificationClient_Release(IMMNotificationClient *ithis)
+{
+ /* this is a static object; we don't ever free it. */
+ SDLMMNotificationClient *this = (SDLMMNotificationClient *) ithis;
+ const ULONG retval = SDL_AtomicDecRef(&this->refcount);
+ if (retval == 0) {
+ SDL_AtomicSet(&this->refcount, 0); /* uhh... */
+ return 0;
+ }
+ return retval - 1;
+}
+
+/* These are the entry points called when WASAPI device endpoints change. */
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_OnDefaultDeviceChanged(IMMNotificationClient *ithis, EDataFlow flow, ERole role, LPCWSTR pwstrDeviceId)
+{
+ if (role != SDL_WASAPI_role) {
+ return S_OK; /* ignore it. */
+ }
+
+ /* Increment the "generation," so opened devices will pick this up in their threads. */
+ switch (flow) {
+ case eRender:
+ SDL_AtomicAdd(&WASAPI_DefaultPlaybackGeneration, 1);
+ break;
+
+ case eCapture:
+ SDL_AtomicAdd(&WASAPI_DefaultCaptureGeneration, 1);
+ break;
+
+ case eAll:
+ SDL_AtomicAdd(&WASAPI_DefaultPlaybackGeneration, 1);
+ SDL_AtomicAdd(&WASAPI_DefaultCaptureGeneration, 1);
+ break;
+
+ default:
+ SDL_assert(!"uhoh, unexpected OnDefaultDeviceChange flow!");
+ break;
+ }
+
+ return S_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_OnDeviceAdded(IMMNotificationClient *ithis, LPCWSTR pwstrDeviceId)
+{
+ /* we ignore this; devices added here then progress to ACTIVE, if appropriate, in
+ OnDeviceStateChange, making that a better place to deal with device adds. More
+ importantly: the first time you plug in a USB audio device, this callback will
+ fire, but when you unplug it, it isn't removed (it's state changes to NOTPRESENT).
+ Plugging it back in won't fire this callback again. */
+ return S_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_OnDeviceRemoved(IMMNotificationClient *ithis, LPCWSTR pwstrDeviceId)
+{
+ /* See notes in OnDeviceAdded handler about why we ignore this. */
+ return S_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_OnDeviceStateChanged(IMMNotificationClient *ithis, LPCWSTR pwstrDeviceId, DWORD dwNewState)
+{
+ IMMDevice *device = NULL;
+
+ if (SUCCEEDED(IMMDeviceEnumerator_GetDevice(enumerator, pwstrDeviceId, &device))) {
+ IMMEndpoint *endpoint = NULL;
+ if (SUCCEEDED(IMMDevice_QueryInterface(device, &SDL_IID_IMMEndpoint, (void **) &endpoint))) {
+ EDataFlow flow;
+ if (SUCCEEDED(IMMEndpoint_GetDataFlow(endpoint, &flow))) {
+ const SDL_bool iscapture = (flow == eCapture);
+ if (dwNewState == DEVICE_STATE_ACTIVE) {
+ char *utf8dev = GetWasapiDeviceName(device);
+ if (utf8dev) {
+ WASAPI_AddDevice(iscapture, utf8dev, pwstrDeviceId);
+ SDL_free(utf8dev);
+ }
+ } else {
+ WASAPI_RemoveDevice(iscapture, pwstrDeviceId);
+ }
+ }
+ IMMEndpoint_Release(endpoint);
+ }
+ IMMDevice_Release(device);
+ }
+
+ return S_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE
+SDLMMNotificationClient_OnPropertyValueChanged(IMMNotificationClient *this, LPCWSTR pwstrDeviceId, const PROPERTYKEY key)
+{
+ return S_OK; /* we don't care about these. */
+}
+
+static const IMMNotificationClientVtbl notification_client_vtbl = {
+ SDLMMNotificationClient_QueryInterface,
+ SDLMMNotificationClient_AddRef,
+ SDLMMNotificationClient_Release,
+ SDLMMNotificationClient_OnDeviceStateChanged,
+ SDLMMNotificationClient_OnDeviceAdded,
+ SDLMMNotificationClient_OnDeviceRemoved,
+ SDLMMNotificationClient_OnDefaultDeviceChanged,
+ SDLMMNotificationClient_OnPropertyValueChanged
+};
+
+static SDLMMNotificationClient notification_client = { &notification_client_vtbl, { 1 } };
+
+
+int
+WASAPI_PlatformInit(void)
+{
+ HRESULT ret;
+
+ /* just skip the discussion with COM here. */
+ if (!WIN_IsWindowsVistaOrGreater()) {
+ return SDL_SetError("WASAPI support requires Windows Vista or later");
+ }
+
+ if (FAILED(WIN_CoInitialize())) {
+ return SDL_SetError("WASAPI: CoInitialize() failed");
+ }
+
+ ret = CoCreateInstance(&SDL_CLSID_MMDeviceEnumerator, NULL, CLSCTX_INPROC_SERVER, &SDL_IID_IMMDeviceEnumerator, (LPVOID) &enumerator);
+ if (FAILED(ret)) {
+ WIN_CoUninitialize();
+ return WIN_SetErrorFromHRESULT("WASAPI CoCreateInstance(MMDeviceEnumerator)", ret);
+ }
+
+ libavrt = LoadLibraryW(L"avrt.dll"); /* this library is available in Vista and later. No WinXP, so have to LoadLibrary to use it for now! */
+ if (libavrt) {
+ pAvSetMmThreadCharacteristicsW = (pfnAvSetMmThreadCharacteristicsW) GetProcAddress(libavrt, "AvSetMmThreadCharacteristicsW");
+ pAvRevertMmThreadCharacteristics = (pfnAvRevertMmThreadCharacteristics) GetProcAddress(libavrt, "AvRevertMmThreadCharacteristics");
+ }
+
+ return 0;
+}
+
+void
+WASAPI_PlatformDeinit(void)
+{
+ if (enumerator) {
+ IMMDeviceEnumerator_UnregisterEndpointNotificationCallback(enumerator, (IMMNotificationClient *) &notification_client);
+ IMMDeviceEnumerator_Release(enumerator);
+ enumerator = NULL;
+ }
+
+ if (libavrt) {
+ FreeLibrary(libavrt);
+ libavrt = NULL;
+ }
+
+ pAvSetMmThreadCharacteristicsW = NULL;
+ pAvRevertMmThreadCharacteristics = NULL;
+
+ WIN_CoUninitialize();
+}
+
+void
+WASAPI_PlatformThreadInit(_THIS)
+{
+ /* this thread uses COM. */
+ if (SUCCEEDED(WIN_CoInitialize())) { /* can't report errors, hope it worked! */
+ this->hidden->coinitialized = SDL_TRUE;
+ }
+
+ /* Set this thread to very high "Pro Audio" priority. */
+ if (pAvSetMmThreadCharacteristicsW) {
+ DWORD idx = 0;
+ this->hidden->task = pAvSetMmThreadCharacteristicsW(TEXT("Pro Audio"), &idx);
+ }
+}
+
+void
+WASAPI_PlatformThreadDeinit(_THIS)
+{
+ /* Set this thread back to normal priority. */
+ if (this->hidden->task && pAvRevertMmThreadCharacteristics) {
+ pAvRevertMmThreadCharacteristics(this->hidden->task);
+ this->hidden->task = NULL;
+ }
+
+ if (this->hidden->coinitialized) {
+ WIN_CoUninitialize();
+ this->hidden->coinitialized = SDL_FALSE;
+ }
+}
+
+int
+WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
+{
+ LPCWSTR devid = this->hidden->devid;
+ IMMDevice *device = NULL;
+ HRESULT ret;
+
+ if (devid == NULL) {
+ const EDataFlow dataflow = this->iscapture ? eCapture : eRender;
+ ret = IMMDeviceEnumerator_GetDefaultAudioEndpoint(enumerator, dataflow, SDL_WASAPI_role, &device);
+ } else {
+ ret = IMMDeviceEnumerator_GetDevice(enumerator, devid, &device);
+ }
+
+ if (FAILED(ret)) {
+ SDL_assert(device == NULL);
+ this->hidden->client = NULL;
+ return WIN_SetErrorFromHRESULT("WASAPI can't find requested audio endpoint", ret);
+ }
+
+ /* this is not async in standard win32, yay! */
+ ret = IMMDevice_Activate(device, &SDL_IID_IAudioClient, CLSCTX_ALL, NULL, (void **) &this->hidden->client);
+ IMMDevice_Release(device);
+
+ if (FAILED(ret)) {
+ SDL_assert(this->hidden->client == NULL);
+ return WIN_SetErrorFromHRESULT("WASAPI can't activate audio endpoint", ret);
+ }
+
+ SDL_assert(this->hidden->client != NULL);
+ if (WASAPI_PrepDevice(this, isrecovery) == -1) { /* not async, fire it right away. */
+ return -1;
+ }
+
+ return 0; /* good to go. */
+}
+
+
+typedef struct
+{
+ LPWSTR devid;
+ char *devname;
+} EndpointItem;
+
+static int sort_endpoints(const void *_a, const void *_b)
+{
+ LPWSTR a = ((const EndpointItem *) _a)->devid;
+ LPWSTR b = ((const EndpointItem *) _b)->devid;
+ if (!a && b) {
+ return -1;
+ } else if (a && !b) {
+ return 1;
+ }
+
+ while (SDL_TRUE) {
+ if (*a < *b) {
+ return -1;
+ } else if (*a > *b) {
+ return 1;
+ } else if (*a == 0) {
+ break;
+ }
+ a++;
+ b++;
+ }
+
+ return 0;
+}
+
+static void
+WASAPI_EnumerateEndpointsForFlow(const SDL_bool iscapture)
+{
+ IMMDeviceCollection *collection = NULL;
+ EndpointItem *items;
+ UINT i, total;
+
+ /* Note that WASAPI separates "adapter devices" from "audio endpoint devices"
+ ...one adapter device ("SoundBlaster Pro") might have multiple endpoint devices ("Speakers", "Line-Out"). */
+
+ if (FAILED(IMMDeviceEnumerator_EnumAudioEndpoints(enumerator, iscapture ? eCapture : eRender, DEVICE_STATE_ACTIVE, &collection))) {
+ return;
+ }
+
+ if (FAILED(IMMDeviceCollection_GetCount(collection, &total))) {
+ IMMDeviceCollection_Release(collection);
+ return;
+ }
+
+ items = (EndpointItem *) SDL_calloc(total, sizeof (EndpointItem));
+ if (!items) {
+ return; /* oh well. */
+ }
+
+ for (i = 0; i < total; i++) {
+ EndpointItem *item = items + i;
+ IMMDevice *device = NULL;
+ if (SUCCEEDED(IMMDeviceCollection_Item(collection, i, &device))) {
+ if (SUCCEEDED(IMMDevice_GetId(device, &item->devid))) {
+ item->devname = GetWasapiDeviceName(device);
+ }
+ IMMDevice_Release(device);
+ }
+ }
+
+ /* sort the list of devices by their guid so list is consistent between runs */
+ SDL_qsort(items, total, sizeof (*items), sort_endpoints);
+
+ /* Send the sorted list on to the SDL's higher level. */
+ for (i = 0; i < total; i++) {
+ EndpointItem *item = items + i;
+ if ((item->devid) && (item->devname)) {
+ WASAPI_AddDevice(iscapture, item->devname, item->devid);
+ }
+ SDL_free(item->devname);
+ CoTaskMemFree(item->devid);
+ }
+
+ SDL_free(items);
+ IMMDeviceCollection_Release(collection);
+}
+
+void
+WASAPI_EnumerateEndpoints(void)
+{
+ WASAPI_EnumerateEndpointsForFlow(SDL_FALSE); /* playback */
+ WASAPI_EnumerateEndpointsForFlow(SDL_TRUE); /* capture */
+
+ /* if this fails, we just won't get hotplug events. Carry on anyhow. */
+ IMMDeviceEnumerator_RegisterEndpointNotificationCallback(enumerator, (IMMNotificationClient *) &notification_client);
+}
+
+void
+WASAPI_PlatformDeleteActivationHandler(void *handler)
+{
+ /* not asynchronous. */
+ SDL_assert(!"This function should have only been called on WinRT.");
+}
+
+#endif /* SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__) */
+
+/* vi: set ts=4 sw=4 expandtab: */
+
diff --git a/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_winrt.cpp b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_winrt.cpp
new file mode 100644
index 0000000..2ca09de
--- /dev/null
+++ b/source/3rd-party/SDL2/src/audio/wasapi/SDL_wasapi_winrt.cpp
@@ -0,0 +1,285 @@
+/*
+ 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"
+
+// This is C++/CX code that the WinRT port uses to talk to WASAPI-related
+// system APIs. The C implementation of these functions, for non-WinRT apps,
+// is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
+// Windows and WinRT builds to deal with audio and calls into these functions.
+
+#if SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
+
+#include <Windows.h>
+#include <windows.ui.core.h>
+#include <windows.devices.enumeration.h>
+#include <windows.media.devices.h>
+#include <wrl/implements.h>
+
+extern "C" {
+#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"
+
+using namespace Windows::Devices::Enumeration;
+using namespace Windows::Media::Devices;
+using namespace Windows::Foundation;
+using namespace Microsoft::WRL;
+
+class SDL_WasapiDeviceEventHandler
+{
+public:
+ SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
+ ~SDL_WasapiDeviceEventHandler();
+ void OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ args);
+ void OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
+ void OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
+ void OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args);
+ void OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args);
+
+private:
+ const SDL_bool iscapture;
+ DeviceWatcher^ watcher;
+ Windows::Foundation::EventRegistrationToken added_handler;
+ Windows::Foundation::EventRegistrationToken removed_handler;
+ Windows::Foundation::EventRegistrationToken updated_handler;
+ Windows::Foundation::EventRegistrationToken default_changed_handler;
+};
+
+SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
+ : iscapture(_iscapture)
+ , watcher(DeviceInformation::CreateWatcher(_iscapture ? DeviceClass::AudioCapture : DeviceClass::AudioRender))
+{
+ if (!watcher)
+ return; // uhoh.
+
+ // !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
+ added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>([this](DeviceWatcher^ sender, DeviceInformation^ args) { OnDeviceAdded(sender, args); } );
+ removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceRemoved(sender, args); } );
+ updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceUpdated(sender, args); } );
+ if (iscapture) {
+ default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioCaptureDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args) { OnDefaultCaptureDeviceChanged(sender, args); } );
+ } else {
+ default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioRenderDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args) { OnDefaultRenderDeviceChanged(sender, args); } );
+ }
+ watcher->Start();
+}
+
+SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
+{
+ if (watcher) {
+ watcher->Added -= added_handler;
+ watcher->Removed -= removed_handler;
+ watcher->Updated -= updated_handler;
+ watcher->Stop();
+ watcher = nullptr;
+ }
+
+ if (iscapture) {
+ MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
+ } else {
+ MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
+ }
+}
+
+void
+SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
+{
+ SDL_assert(sender == this->watcher);
+ char *utf8dev = WIN_StringToUTF8(info->Name->Data());
+ if (utf8dev) {
+ WASAPI_AddDevice(this->iscapture, utf8dev, info->Id->Data());
+ SDL_free(utf8dev);
+ }
+}
+
+void
+SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ info)
+{
+ SDL_assert(sender == this->watcher);
+ WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
+}
+
+void
+SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args)
+{
+ SDL_assert(sender == this->watcher);
+}
+
+void
+SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args)
+{
+ SDL_assert(this->iscapture);
+ SDL_AtomicAdd(&WASAPI_DefaultPlaybackGeneration, 1);
+}
+
+void
+SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args)
+{
+ SDL_assert(!this->iscapture);
+ SDL_AtomicAdd(&WASAPI_DefaultCaptureGeneration, 1);
+}
+
+
+static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
+static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
+
+int WASAPI_PlatformInit(void)
+{
+ return 0;
+}
+
+void WASAPI_PlatformDeinit(void)
+{
+ delete playback_device_event_handler;
+ playback_device_event_handler = nullptr;
+ delete capture_device_event_handler;
+ capture_device_event_handler = nullptr;
+}
+
+void WASAPI_EnumerateEndpoints(void)
+{
+ // DeviceWatchers will fire an Added event for each existing device at
+ // startup, so we don't need to enumerate them separately before
+ // listening for updates.
+ playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
+ capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
+}
+
+struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< ClassicCom >, FtmBase, IActivateAudioInterfaceCompletionHandler >
+{
+ SDL_WasapiActivationHandler() : device(nullptr) {}
+ STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
+ SDL_AudioDevice *device;
+};
+
+HRESULT
+SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
+{
+ // Just set a flag, since we're probably in a different thread. We'll pick it up and init everything on our own thread to prevent races.
+ SDL_AtomicSet(&device->hidden->just_activated, 1);
+ WASAPI_UnrefDevice(device);
+ return S_OK;
+}
+
+void
+WASAPI_PlatformDeleteActivationHandler(void *handler)
+{
+ ((SDL_WasapiActivationHandler *) handler)->Release();
+}
+
+int
+WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
+{
+ LPCWSTR devid = _this->hidden->devid;
+ Platform::String^ defdevid;
+
+ if (devid == nullptr) {
+ defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
+ if (defdevid) {
+ devid = defdevid->Data();
+ }
+ }
+
+ SDL_AtomicSet(&_this->hidden->just_activated, 0);
+
+ ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
+ if (handler == nullptr) {
+ return SDL_SetError("Failed to allocate WASAPI activation handler");
+ }
+
+ handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
+ handler.Get()->device = _this;
+ _this->hidden->activation_handler = handler.Get();
+
+ WASAPI_RefDevice(_this); /* completion handler will unref it. */
+ IActivateAudioInterfaceAsyncOperation *async = nullptr;
+ const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
+
+ if (FAILED(ret) || async == nullptr) {
+ if (async != nullptr) {
+ async->Release();
+ }
+ handler.Get()->Release();
+ WASAPI_UnrefDevice(_this);
+ return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
+ }
+
+ /* Spin until the async operation is complete.
+ * If we don't PrepDevice before leaving this function, the bug list gets LONG:
+ * - device.spec is not filled with the correct information
+ * - The 'obtained' spec will be wrong for ALLOW_CHANGE properties
+ * - SDL_AudioStreams will/will not be allocated at the right time
+ * - SDL_assert(device->callbackspec.size == device->spec.size) will fail
+ * - When the assert is ignored, skipping or a buffer overflow will occur
+ */
+ while (!SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
+ SDL_Delay(1);
+ }
+
+ HRESULT activateRes = S_OK;
+ IUnknown *iunknown = nullptr;
+ const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
+ async->Release();
+ if (FAILED(getActivateRes)) {
+ return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
+ } else if (FAILED(activateRes)) {
+ return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
+ }
+
+ iunknown->QueryInterface(IID_PPV_ARGS(&_this->hidden->client));
+ if (!_this->hidden->client) {
+ return SDL_SetError("Failed to query WASAPI client interface");
+ }
+
+ if (WASAPI_PrepDevice(_this, isrecovery) == -1) {
+ return -1;
+ }
+
+ return 0;
+}
+
+void
+WASAPI_PlatformThreadInit(_THIS)
+{
+ // !!! FIXME: set this thread to "Pro Audio" priority.
+}
+
+void
+WASAPI_PlatformThreadDeinit(_THIS)
+{
+ // !!! FIXME: set this thread to "Pro Audio" priority.
+}
+
+#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
+
+/* vi: set ts=4 sw=4 expandtab: */