Mercurial > sdl-ios-xcode
view src/audio/mme/SDL_mmeaudio.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 99210400e8b9 |
children | f7b03b6838cb |
line wrap: on
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 Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Tru64 UNIX MME support */ #include <mme_api.h> #include "SDL_timer.h" #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "SDL_mmeaudio.h" static BOOL inUse[NUM_BUFFERS]; static void SetMMerror(char *function, MMRESULT code) { int len; char errbuf[MAXERRORLENGTH]; SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: ", function); len = SDL_strlen(errbuf); waveOutGetErrorText(code, errbuf + len, MAXERRORLENGTH - len); SDL_SetError("%s", errbuf); } static void CALLBACK MME_Callback(HWAVEOUT hwo, UINT uMsg, DWORD dwInstance, LPARAM dwParam1, LPARAM dwParam2) { WAVEHDR *wp = (WAVEHDR *) dwParam1; if (uMsg == WOM_DONE) inUse[wp->dwUser] = FALSE; } static int MME_OpenDevice(_THIS, const char *devname, int iscapture) { int valid_format = 0; MMRESULT result; Uint8 *mixbuf = NULL; int i; /* 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)); /* Set basic WAVE format parameters */ this->hidden->shm = mmeAllocMem(sizeof(*this->hidden->shm)); if (this->hidden->shm == NULL) { MME_CloseDevice(this); SDL_OutOfMemory(); return 0; } SDL_memset(this->hidden->shm, '\0', sizeof(*this->hidden->shm)); this->hidden->shm->sound = 0; this->hidden->shm->wFmt.wf.wFormatTag = WAVE_FORMAT_PCM; /* Determine the audio parameters from the AudioSpec */ /* Try for a closest match on audio format */ for (test_format = SDL_FirstAudioFormat(this->spec.format); !valid_format && test_format;) { valid_format = 1; switch (test_format) { case AUDIO_U8: case AUDIO_S16: case AUDIO_S32: break; default: valid_format = 0; test_format = SDL_NextAudioFormat(); } } if (!valid_format) { MME_CloseDevice(this); SDL_SetError("Unsupported audio format"); return 0; } this->spec.format = test_format; this->hidden->shm->wFmt.wBitsPerSample = SDL_AUDIO_BITSIZE(test_format); /* !!! FIXME: Can this handle more than stereo? */ this->hidden->shm->wFmt.wf.nChannels = this->spec.channels; this->hidden->shm->wFmt.wf.nSamplesPerSec = this->spec.freq; this->hidden->shm->wFmt.wf.nBlockAlign = this->hidden->shm->wFmt.wf.nChannels * this->hidden->shm->wFmt.wBitsPerSample / 8; this->hidden->shm->wFmt.wf.nAvgBytesPerSec = this->hidden->shm->wFmt.wf.nSamplesPerSec * this->hidden->shm->wFmt.wf.nBlockAlign; /* Check the buffer size -- minimum of 1/4 second (word aligned) */ if (this->spec.samples < (this->spec.freq / 4)) this->spec.samples = ((this->spec.freq / 4) + 3) & ~3; /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(&this->spec); /* Open the audio device */ result = waveOutOpen(&(this->hidden->shm->sound), WAVE_MAPPER, &(this->hidden->shm->wFmt.wf), MME_Callback, NULL, (CALLBACK_FUNCTION | WAVE_OPEN_SHAREABLE)); if (result != MMSYSERR_NOERROR) { MME_CloseDevice(this); SetMMerror("waveOutOpen()", result); return 0; } /* Create the sound buffers */ mixbuf = (Uint8 *) mmeAllocBuffer(NUM_BUFFERS * (this->spec.size)); if (mixbuf == NULL) { MME_CloseDevice(this); SDL_OutOfMemory(); return 0; } this->hidden->mixbuf = mixbuf; for (i = 0; i < NUM_BUFFERS; i++) { this->hidden->shm->wHdr[i].lpData = &mixbuf[i * (this->spec.size)]; this->hidden->shm->wHdr[i].dwBufferLength = this->spec.size; this->hidden->shm->wHdr[i].dwFlags = 0; this->hidden->shm->wHdr[i].dwUser = i; this->hidden->shm->wHdr[i].dwLoops = 0; /* loop control counter */ this->hidden->shm->wHdr[i].lpNext = NULL; /* reserved for driver */ this->hidden->shm->wHdr[i].reserved = 0; inUse[i] = FALSE; } this->hidden->next_buffer = 0; return 1; } static void MME_WaitDevice(_THIS) { while (inUse[this->hidden->next_buffer]) { mmeWaitForCallbacks(); mmeProcessCallbacks(); } } static Uint8 * MME_GetDeviceBuf(_THIS) { void *retval = this->hidden->shm->wHdr[this->hidden->next_buffer].lpData; inUse[this->hidden->next_buffer] = TRUE; return (Uint8 *) retval; } static void MME_PlayDevice(_THIS) { /* Queue it up */ waveOutWrite(this->hidden->shm->sound, &(this->hidden->shm->wHdr[this->hidden->next_buffer]), sizeof(WAVEHDR)); this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS; } static void MME_WaitDone(_THIS) { MMRESULT result; int i; if (this->hidden->shm->sound) { for (i = 0; i < NUM_BUFFERS; i++) while (inUse[i]) { mmeWaitForCallbacks(); mmeProcessCallbacks(); } result = waveOutReset(this->hidden->shm->sound); if (result != MMSYSERR_NOERROR) SetMMerror("waveOutReset()", result); mmeProcessCallbacks(); } } static void MME_CloseDevice(_THIS) { if (this->hidden != NULL) { MMRESULT result; if (this->hidden->mixbuf) { result = mmeFreeBuffer(this->hidden->mixbuf); if (result != MMSYSERR_NOERROR) SetMMerror("mmeFreeBuffer", result); this->hidden->mixbuf = NULL; } if (this->hidden->shm) { if (this->hidden->shm->sound) { result = waveOutClose(this->hidden->shm->sound); if (result != MMSYSERR_NOERROR) SetMMerror("waveOutClose()", result); mmeProcessCallbacks(); } result = mmeFreeMem(this->hidden->shm); if (result != MMSYSERR_NOERROR) SetMMerror("mmeFreeMem()", result); this->hidden->shm = NULL; } SDL_free(this->hidden); this->hidden = NULL; } } static int MME_Init(SDL_AudioDriverImpl * impl) { /* Set the function pointers */ impl->OpenDevice = MME_OpenDevice; impl->WaitDevice = MME_WaitDevice; impl->WaitDone = MME_WaitDone; impl->PlayDevice = MME_PlayDevice; impl->GetDeviceBuf = MME_GetDeviceBuf; impl->CloseDevice = MME_CloseDevice; impl->OnlyHasDefaultOutputDevice = 1; return 1; } /* !!! FIXME: Windows "windib" driver is called waveout, too */ AudioBootStrap MMEAUDIO_bootstrap = { "waveout", "Tru64 MME WaveOut", MME_Init, 0 }; /* vi: set ts=4 sw=4 expandtab: */