Mercurial > sdl-ios-xcode
view src/audio/macrom/SDL_romaudio.c @ 3100:7dc982143c06
Date: Sun, 22 Mar 2009 12:52:29 +0000
From: Luke Benstead
Subject: OpenGL 3.0 Context Creation
I've attached a patch which implements OpenGL 3.x context creation on
the latest SVN. I've added two options to SDL_GL_SetAttribute, these
are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION.
These default to 2 and 1 respectively. If the major version is less
than 3 then the current context creation method is used, otherwise the
appropriate new context creation function is called (depending on the
platform).
Sample code:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN );
I've implemented context creation on both Win32 and X and run basic
tests on both. This patch doesn't provide access to all the options
allowed by the new context creation (e.g. shared contexts, forward
compatible contexts) but they can be added pretty easily.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:43:53 +0000 |
parents | 99210400e8b9 |
children |
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line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* This should work on PowerPC and Intel Mac OS X, and Carbonized Mac OS 9. */ #if defined(__APPLE__) && defined(__MACH__) # define SDL_MACOS_NAME "Mac OS X" # include <Carbon/Carbon.h> #elif TARGET_API_MAC_CARBON && (UNIVERSAL_INTERFACES_VERSION > 0x0335) # define SDL_MACOS_NAME "Mac OS 9" # include <Carbon.h> #else # define SDL_MACOS_NAME "Mac OS 9" # include <Sound.h> /* SoundManager interface */ # include <Gestalt.h> # include <DriverServices.h> #endif #if !defined(NewSndCallBackUPP) && (UNIVERSAL_INTERFACES_VERSION < 0x0335) #if !defined(NewSndCallBackProc) /* avoid circular redefinition... */ #define NewSndCallBackUPP NewSndCallBackProc #endif #if !defined(NewSndCallBackUPP) #define NewSndCallBackUPP NewSndCallBackProc #endif #endif #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "../SDL_sysaudio.h" #include "SDL_romaudio.h" #pragma options align=power static volatile SInt32 audio_is_locked = 0; static volatile SInt32 need_to_mix = 0; static UInt8 *buffer[2]; static volatile UInt32 running = 0; static CmpSoundHeader header; static volatile Uint32 fill_me = 0; static void mix_buffer(SDL_AudioDevice * audio, UInt8 * buffer) { if (!audio->paused) { #ifdef __MACOSX__ SDL_mutexP(audio->mixer_lock); #endif if (audio->convert.needed) { audio->spec.callback(audio->spec.userdata, (Uint8 *) audio->convert.buf, audio->convert.len); SDL_ConvertAudio(&audio->convert); if (audio->convert.len_cvt != audio->spec.size) { /* Uh oh... probably crashes here */ ; } SDL_memcpy(buffer, audio->convert.buf, audio->convert.len_cvt); } else { audio->spec.callback(audio->spec.userdata, buffer, audio->spec.size); } #ifdef __MACOSX__ SDL_mutexV(audio->mixer_lock); #endif } DecrementAtomic((SInt32 *) & need_to_mix); } #ifndef __MACOSX__ static void SNDMGR_LockDevice(_THIS) { IncrementAtomic((SInt32 *) & audio_is_locked); } static void SNDMGR_UnlockDevice(_THIS) { SInt32 oldval; oldval = DecrementAtomic((SInt32 *) & audio_is_locked); if (oldval != 1) /* != 1 means audio is still locked. */ return; /* Did we miss the chance to mix in an interrupt? Do it now. */ if (BitAndAtomic(0xFFFFFFFF, (UInt32 *) & need_to_mix)) { /* * Note that this could be a problem if you missed an interrupt * while the audio was locked, and get preempted by a second * interrupt here, but that means you locked for way too long anyhow. */ mix_buffer(this, buffer[fill_me]); } } #endif // __MACOSX__ static void callBackProc(SndChannel * chan, SndCommand * cmd_passed) { UInt32 play_me; SndCommand cmd; SDL_AudioDevice *audio = (SDL_AudioDevice *) chan->userInfo; IncrementAtomic((SInt32 *) & need_to_mix); fill_me = cmd_passed->param2; /* buffer that has just finished playing, so fill it */ play_me = !fill_me; /* filled buffer to play _now_ */ if (!audio->enabled) { return; } /* queue previously mixed buffer for playback. */ header.samplePtr = (Ptr) buffer[play_me]; cmd.cmd = bufferCmd; cmd.param1 = 0; cmd.param2 = (long) &header; SndDoCommand(chan, &cmd, 0); SDL_memset(buffer[fill_me], 0, audio->spec.size); /* * if audio device isn't locked, mix the next buffer to be queued in * the memory block that just finished playing. */ if (!BitAndAtomic(0xFFFFFFFF, (UInt32 *) & audio_is_locked)) { mix_buffer(audio, buffer[fill_me]); } /* set this callback to run again when current buffer drains. */ if (running) { cmd.cmd = callBackCmd; cmd.param1 = 0; cmd.param2 = play_me; SndDoCommand(chan, &cmd, 0); } } static void SNDMGR_CloseDevice(_THIS) { running = 0; if (this->hidden != NULL) { if (this->hidden->channel) { SndDisposeChannel(this->hidden->channel, true); this->hidden->channel = NULL; } SDL_free(buffer[0]); SDL_free(buffer[1]); buffer[0] = buffer[1] = NULL; SDL_free(this->hidden); this->hidden = NULL; } } static int SNDMGR_OpenDevice(_THIS, const char *devname, int iscapture) { SDL_AudioSpec *spec = &this->spec; SndChannelPtr channel = NULL; SndCallBackUPP callback; int sample_bits; int i; long initOptions; /* Initialize all variables that we clean on shutdown */ this->hidden = (struct SDL_PrivateAudioData *) SDL_malloc((sizeof *this->hidden)); if (this->hidden == NULL) { SDL_OutOfMemory(); return 0; } SDL_memset(this->hidden, 0, (sizeof *this->hidden)); /* !!! FIXME: iterate through format matrix... */ /* Very few conversions are required, but... */ switch (spec->format) { case AUDIO_S8: spec->format = AUDIO_U8; break; case AUDIO_U16LSB: spec->format = AUDIO_S16LSB; break; case AUDIO_U16MSB: spec->format = AUDIO_S16MSB; break; case AUDIO_F32LSB: spec->format = AUDIO_F32MSB; break; } SDL_CalculateAudioSpec(&this->spec); /* initialize bufferCmd header */ SDL_memset(&header, 0, sizeof(header)); callback = (SndCallBackUPP) NewSndCallBackUPP(callBackProc); sample_bits = spec->size / spec->samples / spec->channels * 8; #ifdef DEBUG_AUDIO fprintf(stderr, "Audio format 0x%x, channels = %d, sample_bits = %d, frequency = %d\n", spec->format, spec->channels, sample_bits, spec->freq); #endif /* DEBUG_AUDIO */ header.numChannels = spec->channels; header.sampleSize = sample_bits; header.sampleRate = spec->freq << 16; header.numFrames = spec->samples; header.encode = cmpSH; /* Note that we install the 16bitLittleEndian Converter if needed. */ if (spec->format == AUDIO_S16LSB) { header.compressionID = fixedCompression; header.format = k16BitLittleEndianFormat; } else if (spec->format == AUDIO_S32MSB) { header.compressionID = fixedCompression; header.format = k32BitFormat; } else if (spec->format == AUDIO_S32LSB) { header.compressionID = fixedCompression; header.format = k32BitLittleEndianFormat; } else if (spec->format == AUDIO_F32MSB) { header.compressionID = fixedCompression; header.format = kFloat32Format; } /* allocate 2 buffers */ for (i = 0; i < 2; i++) { buffer[i] = (UInt8 *) SDL_malloc(sizeof(UInt8) * spec->size); if (buffer[i] == NULL) { SNDMGR_CloseDevice(this); SDL_OutOfMemory(); return 0; } SDL_memset(buffer[i], 0, spec->size); } /* Create the sound manager channel */ channel = (SndChannelPtr) SDL_malloc(sizeof(*channel)); if (channel == NULL) { SNDMGR_CloseDevice(this); SDL_OutOfMemory(); return 0; } this->hidden->channel = channel; if (spec->channels >= 2) { initOptions = initStereo; } else { initOptions = initMono; } channel->userInfo = (long) this; channel->qLength = 128; if (SndNewChannel(&channel, sampledSynth, initOptions, callback) != noErr) { SNDMGR_CloseDevice(this); SDL_SetError("Unable to create audio channel"); return 0; } /* start playback */ { SndCommand cmd; cmd.cmd = callBackCmd; cmd.param2 = 0; running = 1; SndDoCommand(channel, &cmd, 0); } return 1; } static int SNDMGR_Init(SDL_AudioDriverImpl * impl) { /* Set the function pointers */ impl->OpenDevice = SNDMGR_OpenDevice; impl->CloseDevice = SNDMGR_CloseDevice; impl->ProvidesOwnCallbackThread = 1; impl->OnlyHasDefaultOutputDevice = 1; /* Mac OS X uses threaded audio, so normal thread code is okay */ #ifndef __MACOSX__ impl->LockDevice = SNDMGR_LockDevice; impl->UnlockDevice = SNDMGR_UnlockDevice; impl->SkipMixerLock = 1; #endif return 1; } AudioBootStrap SNDMGR_bootstrap = { "sndmgr", SDL_MACOS_NAME " SoundManager", SNDMGR_Init, 0 }; /* vi: set ts=4 sw=4 expandtab: */