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audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout was WinRT, which still needed it as its primary audio target until the WASAPI code code be made to work. The support matrix now looks like: WinXP: directsound by default, winmm as a fallback for buggy drivers. Vista+: WASAPI (directsound and winmm as fallbacks for debugging). WinRT: WASAPI
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30 changed files with 958 additions and 1518 deletions
276
src/audio/wasapi/SDL_wasapi_winrt.cpp
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276
src/audio/wasapi/SDL_wasapi_winrt.cpp
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 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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// This is C++/CX code that the WinRT port uses to talk to WASAPI-related
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// system APIs. The C implementation of these functions, for non-WinRT apps,
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// is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
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// Windows and WinRT builds to deal with audio and calls into these functions.
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#if SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
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#include <Windows.h>
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#include <windows.ui.core.h>
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#include <windows.devices.enumeration.h>
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#include <windows.media.devices.h>
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#include <wrl/implements.h>
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extern "C" {
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_audio.h"
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#include "SDL_timer.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_assert.h"
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#include "SDL_log.h"
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}
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#define COBJMACROS
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#include <mmdeviceapi.h>
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#include <audioclient.h>
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#include "SDL_wasapi.h"
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using namespace Windows::Devices::Enumeration;
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using namespace Windows::Media::Devices;
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using namespace Windows::Foundation;
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using namespace Microsoft::WRL;
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class SDL_WasapiDeviceEventHandler
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{
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public:
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SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
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~SDL_WasapiDeviceEventHandler();
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void OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ args);
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void OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
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void OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
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void OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args);
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void OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args);
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private:
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const SDL_bool iscapture;
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DeviceWatcher^ watcher;
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Windows::Foundation::EventRegistrationToken added_handler;
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Windows::Foundation::EventRegistrationToken removed_handler;
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Windows::Foundation::EventRegistrationToken updated_handler;
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Windows::Foundation::EventRegistrationToken default_changed_handler;
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};
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SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
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: iscapture(_iscapture)
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, watcher(DeviceInformation::CreateWatcher(_iscapture ? DeviceClass::AudioCapture : DeviceClass::AudioRender))
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{
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if (!watcher)
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return; // uhoh.
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// !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
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added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>([this](DeviceWatcher^ sender, DeviceInformation^ args) { OnDeviceAdded(sender, args); } );
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removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceRemoved(sender, args); } );
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updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceUpdated(sender, args); } );
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if (iscapture) {
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default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioCaptureDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args) { OnDefaultCaptureDeviceChanged(sender, args); } );
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} else {
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default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioRenderDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args) { OnDefaultRenderDeviceChanged(sender, args); } );
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}
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watcher->Start();
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}
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SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
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{
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if (watcher) {
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watcher->Added -= added_handler;
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watcher->Removed -= removed_handler;
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watcher->Updated -= updated_handler;
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watcher->Stop();
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watcher = nullptr;
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}
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if (iscapture) {
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MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
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} else {
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MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
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}
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}
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void
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SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
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{
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SDL_assert(sender == this->watcher);
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char *utf8dev = WIN_StringToUTF8(info->Name->Data());
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if (utf8dev) {
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WASAPI_AddDevice(this->iscapture, utf8dev, info->Id->Data());
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SDL_free(utf8dev);
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}
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}
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void
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SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ info)
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{
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SDL_assert(sender == this->watcher);
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WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
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}
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void
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SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args)
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{
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SDL_assert(sender == this->watcher);
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}
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void
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SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args)
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{
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SDL_assert(this->iscapture);
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SDL_AtomicAdd(&WASAPI_DefaultPlaybackGeneration, 1);
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}
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void
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SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args)
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{
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SDL_assert(!this->iscapture);
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SDL_AtomicAdd(&WASAPI_DefaultCaptureGeneration, 1);
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}
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static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
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static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
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int WASAPI_PlatformInit(void)
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{
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return 0;
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}
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void WASAPI_PlatformDeinit(void)
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{
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delete playback_device_event_handler;
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playback_device_event_handler = nullptr;
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delete capture_device_event_handler;
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capture_device_event_handler = nullptr;
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}
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void WASAPI_EnumerateEndpoints(void)
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{
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// DeviceWatchers will fire an Added event for each existing device at
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// startup, so we don't need to enumerate them separately before
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// listening for updates.
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playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
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capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
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}
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struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< ClassicCom >, FtmBase, IActivateAudioInterfaceCompletionHandler >
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{
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SDL_WasapiActivationHandler() : device(nullptr) {}
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STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
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SDL_AudioDevice *device;
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};
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HRESULT
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SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
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{
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HRESULT result = S_OK;
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IUnknown *iunknown = nullptr;
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const HRESULT ret = async->GetActivateResult(&result, &iunknown);
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if (SUCCEEDED(ret) && SUCCEEDED(result)) {
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iunknown->QueryInterface(IID_PPV_ARGS(&device->hidden->client));
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if (device->hidden->client) {
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// 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.
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SDL_AtomicSet(&device->hidden->just_activated, 1);
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}
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}
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WASAPI_UnrefDevice(device);
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return S_OK;
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}
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void
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WASAPI_PlatformDeleteActivationHandler(void *handler)
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{
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((SDL_WasapiActivationHandler *) handler)->Release();
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}
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int
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WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
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{
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LPCWSTR devid = _this->hidden->devid;
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Platform::String^ defdevid;
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if (devid == nullptr) {
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defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
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if (defdevid) {
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devid = defdevid->Data();
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}
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}
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SDL_AtomicSet(&_this->hidden->just_activated, 0);
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ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
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if (handler == nullptr) {
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return SDL_SetError("Failed to allocate WASAPI activation handler");
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}
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handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
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handler.Get()->device = _this;
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_this->hidden->activation_handler = handler.Get();
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WASAPI_RefDevice(_this); /* completion handler will unref it. */
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IActivateAudioInterfaceAsyncOperation *async = nullptr;
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const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
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if (async != nullptr) {
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async->Release();
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}
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if (FAILED(ret)) {
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handler.Get()->Release();
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WASAPI_UnrefDevice(_this);
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return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
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}
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return 0;
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}
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void
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WASAPI_BeginLoopIteration(_THIS)
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{
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if (SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
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if (WASAPI_PrepDevice(_this, SDL_TRUE) == -1) {
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SDL_OpenedAudioDeviceDisconnected(_this);
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}
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}
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}
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void
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WASAPI_PlatformThreadInit(_THIS)
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{
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// !!! FIXME: set this thread to "Pro Audio" priority.
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}
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void
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WASAPI_PlatformThreadDeinit(_THIS)
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{
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// !!! FIXME: set this thread to "Pro Audio" priority.
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}
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#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
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/* vi: set ts=4 sw=4 expandtab: */
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