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audio: Make SDL_Bind/UnbindAudioStreams take const arrays
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0be6dc5734
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1b99467c71
3 changed files with 6 additions and 6 deletions
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@ -958,7 +958,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
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* \sa SDL_UnbindAudioStream
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* \sa SDL_GetAudioStreamDevice
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
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extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams);
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/**
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* Bind a single audio stream to an audio device.
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@ -999,7 +999,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SD
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*
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* \sa SDL_BindAudioStreams
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
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extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams);
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/**
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* Unbind a single audio stream from its audio device.
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@ -1858,7 +1858,7 @@ bool SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallba
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return result;
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}
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bool SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams)
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bool SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams)
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{
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const bool islogical = !(devid & (1<<1));
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SDL_AudioDevice *device = NULL;
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@ -1947,7 +1947,7 @@ bool SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream)
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}
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// !!! FIXME: this and BindAudioStreams are mutex nightmares. :/
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void SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams)
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void SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams)
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{
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/* to prevent deadlock when holding both locks, we _must_ lock the device first, and the stream second, as that is the order the audio thread will do it.
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But this means we have an unlikely, pathological case where a stream could change its binding between when we lookup its bound device and when we lock everything,
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@ -67,7 +67,7 @@ SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffe
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SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, const SDL_GPUColorTargetInfo *b, Uint32 c, const SDL_GPUDepthStencilTargetInfo *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream * const *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_BindGPUComputeSamplers,(SDL_GPUComputePass *a, Uint32 b, const SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer *const *c, Uint32 d),(a,b,c,d),)
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@ -972,7 +972,7 @@ SDL_DYNAPI_PROC(bool,SDL_TryLockSpinlock,(SDL_SpinLock *a),(a),return)
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SDL_DYNAPI_PROC(bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream * const *a, int b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnloadObject,(SDL_SharedObject *a),(a),)
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SDL_DYNAPI_PROC(bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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