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b8d85c6939
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
216 lines
7.6 KiB
C
216 lines
7.6 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#ifndef SDL_sysaudio_h_
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#define SDL_sysaudio_h_
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#include "SDL_mutex.h"
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#include "SDL_thread.h"
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#include "../SDL_dataqueue.h"
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#include "./SDL_audio_c.h"
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/* !!! FIXME: These are wordy and unlocalized... */
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#define DEFAULT_OUTPUT_DEVNAME "System audio output device"
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#define DEFAULT_INPUT_DEVNAME "System audio capture device"
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/* The SDL audio driver */
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typedef struct SDL_AudioDevice SDL_AudioDevice;
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#define _THIS SDL_AudioDevice *_this
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/* Audio targets should call this as devices are added to the system (such as
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a USB headset being plugged in), and should also be called for
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for every device found during DetectDevices(). */
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extern void SDL_AddAudioDevice(const SDL_bool iscapture, const char *name, SDL_AudioSpec *spec, void *handle);
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/* Audio targets should call this as devices are removed, so SDL can update
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its list of available devices. */
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extern void SDL_RemoveAudioDevice(const SDL_bool iscapture, void *handle);
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/* Audio targets should call this if an opened audio device is lost while
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being used. This can happen due to i/o errors, or a device being unplugged,
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etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
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as appropriate so SDL's list of devices is accurate. */
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extern void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device);
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/* This is the size of a packet when using SDL_QueueAudio(). We allocate
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these as necessary and pool them, under the assumption that we'll
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eventually end up with a handful that keep recycling, meeting whatever
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the app needs. We keep packing data tightly as more arrives to avoid
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wasting space, and if we get a giant block of data, we'll split them
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into multiple packets behind the scenes. My expectation is that most
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apps will have 2-3 of these in the pool. 8k should cover most needs, but
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if this is crippling for some embedded system, we can #ifdef this.
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The system preallocates enough packets for 2 callbacks' worth of data. */
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#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
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typedef struct SDL_AudioDriverImpl
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{
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void (*DetectDevices)(void);
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int (*OpenDevice)(_THIS, const char *devname);
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void (*ThreadInit)(_THIS); /* Called by audio thread at start */
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void (*ThreadDeinit)(_THIS); /* Called by audio thread at end */
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void (*WaitDevice)(_THIS);
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void (*PlayDevice)(_THIS);
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Uint8 *(*GetDeviceBuf)(_THIS);
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int (*CaptureFromDevice)(_THIS, void *buffer, int buflen);
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void (*FlushCapture)(_THIS);
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void (*CloseDevice)(_THIS);
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void (*LockDevice)(_THIS);
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void (*UnlockDevice)(_THIS);
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void (*FreeDeviceHandle)(void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
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void (*Deinitialize)(void);
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int (*GetDefaultAudioInfo)(char **name, SDL_AudioSpec *spec, int iscapture);
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/* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
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/* Some flags to push duplicate code into the core and reduce #ifdefs. */
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SDL_bool ProvidesOwnCallbackThread;
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SDL_bool HasCaptureSupport;
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SDL_bool OnlyHasDefaultOutputDevice;
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SDL_bool OnlyHasDefaultCaptureDevice;
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SDL_bool AllowsArbitraryDeviceNames;
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SDL_bool SupportsNonPow2Samples;
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} SDL_AudioDriverImpl;
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typedef struct SDL_AudioDeviceItem
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{
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void *handle;
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char *name;
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char *original_name;
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SDL_AudioSpec spec;
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int dupenum;
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struct SDL_AudioDeviceItem *next;
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} SDL_AudioDeviceItem;
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typedef struct SDL_AudioDriver
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{
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/* * * */
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/* The name of this audio driver */
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const char *name;
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/* * * */
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/* The description of this audio driver */
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const char *desc;
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SDL_AudioDriverImpl impl;
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/* A mutex for device detection */
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SDL_mutex *detectionLock;
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SDL_bool captureDevicesRemoved;
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SDL_bool outputDevicesRemoved;
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int outputDeviceCount;
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int inputDeviceCount;
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SDL_AudioDeviceItem *outputDevices;
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SDL_AudioDeviceItem *inputDevices;
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} SDL_AudioDriver;
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/* Define the SDL audio driver structure */
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struct SDL_AudioDevice
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{
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/* * * */
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/* Data common to all devices */
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SDL_AudioDeviceID id;
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/* The device's current audio specification */
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SDL_AudioSpec spec;
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/* The callback's expected audio specification (converted vs device's spec). */
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SDL_AudioSpec callbackspec;
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/* Stream that converts and resamples. NULL if not needed. */
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SDL_AudioStream *stream;
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/* Current state flags */
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SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
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SDL_atomic_t enabled; /* true if device is functioning and connected. */
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SDL_atomic_t paused;
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SDL_bool iscapture;
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/* Scratch buffer used in the bridge between SDL and the user callback. */
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Uint8 *work_buffer;
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/* Size, in bytes, of work_buffer. */
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Uint32 work_buffer_len;
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/* A mutex for locking the mixing buffers */
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SDL_mutex *mixer_lock;
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/* A thread to feed the audio device */
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SDL_Thread *thread;
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SDL_threadID threadid;
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/* Queued buffers (if app not using callback). */
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SDL_DataQueue *buffer_queue;
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/* * * */
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/* Data private to this driver */
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struct SDL_PrivateAudioData *hidden;
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void *handle;
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};
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#undef _THIS
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typedef struct AudioBootStrap
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{
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const char *name;
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const char *desc;
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SDL_bool (*init)(SDL_AudioDriverImpl *impl);
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SDL_bool demand_only; /* 1==request explicitly, or it won't be available. */
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} AudioBootStrap;
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/* Not all of these are available in a given build. Use #ifdefs, etc. */
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extern AudioBootStrap PIPEWIRE_bootstrap;
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extern AudioBootStrap PULSEAUDIO_bootstrap;
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extern AudioBootStrap ALSA_bootstrap;
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extern AudioBootStrap JACK_bootstrap;
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extern AudioBootStrap SNDIO_bootstrap;
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extern AudioBootStrap NETBSDAUDIO_bootstrap;
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extern AudioBootStrap DSP_bootstrap;
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extern AudioBootStrap QSAAUDIO_bootstrap;
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extern AudioBootStrap SUNAUDIO_bootstrap;
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extern AudioBootStrap ARTS_bootstrap;
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extern AudioBootStrap ESD_bootstrap;
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extern AudioBootStrap NACLAUDIO_bootstrap;
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extern AudioBootStrap NAS_bootstrap;
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extern AudioBootStrap WASAPI_bootstrap;
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extern AudioBootStrap DSOUND_bootstrap;
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extern AudioBootStrap WINMM_bootstrap;
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extern AudioBootStrap PAUDIO_bootstrap;
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extern AudioBootStrap HAIKUAUDIO_bootstrap;
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extern AudioBootStrap COREAUDIO_bootstrap;
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extern AudioBootStrap DISKAUDIO_bootstrap;
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extern AudioBootStrap DUMMYAUDIO_bootstrap;
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extern AudioBootStrap FUSIONSOUND_bootstrap;
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extern AudioBootStrap aaudio_bootstrap;
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extern AudioBootStrap openslES_bootstrap;
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extern AudioBootStrap ANDROIDAUDIO_bootstrap;
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extern AudioBootStrap PS2AUDIO_bootstrap;
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extern AudioBootStrap PSPAUDIO_bootstrap;
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extern AudioBootStrap VITAAUD_bootstrap;
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extern AudioBootStrap N3DSAUDIO_bootstrap;
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extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
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extern AudioBootStrap OS2AUDIO_bootstrap;
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#endif /* SDL_sysaudio_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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