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+/*
+ 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: */