Mercurial > sdl-ios-xcode
view src/audio/windx5/SDL_dx5audio.c @ 5053:b5b42be9333c
Fixed bug #1026
Vittorio Giovara 2010-07-16 19:09:28 PDT
i was reading SDL_renderer_gles and i noticed that every time we there
is some gl call the gl state is modified with a couple of
glEnableClientState()/glDisableClientState.
While this is completely fine for desktops systems, this is a major
performace kill on mobile devices, right where opengles is
implemented.
Normal practice in this case is to update the glstate once, keep it
always the same and disable/enable other states only in very special
occasions.
On the web there's plenty of documentation (on the top of my head
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5
) and i personally tried this.
I modified my code and got a 10 fps boost, then modified SDL_render_gles and
shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i
got an 80% performance increase with this technique.
I have attached a dif of my changes, hope that it will be included in
mainstream.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jan 2011 23:56:16 -0800 |
parents | 4160ba33b597 |
children | 327f181542f1 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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" /* Allow access to a raw mixing buffer */ #include "SDL_timer.h" #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "SDL_dx5audio.h" /* !!! FIXME: move this somewhere that other drivers can use it... */ #if defined(_WIN32_WCE) #define WINDOWS_OS_NAME "Windows CE/PocketPC" #elif defined(WIN64) #define WINDOWS_OS_NAME "Win64" #else #define WINDOWS_OS_NAME "Win32" #endif /* DirectX function pointers for audio */ static HINSTANCE DSoundDLL = NULL; static HRESULT(WINAPI * DSoundCreate) (LPGUID, LPDIRECTSOUND *, LPUNKNOWN) = NULL; static void DSOUND_Unload(void) { if (DSoundDLL != NULL) { FreeLibrary(DSoundDLL); } DSoundCreate = NULL; DSoundDLL = NULL; } static int DSOUND_Load(void) { int loaded = 0; DSOUND_Unload(); DSoundDLL = LoadLibrary(TEXT("DSOUND.DLL")); if (DSoundDLL == NULL) { SDL_SetError("DirectSound: failed to load DSOUND.DLL"); } else { /* Now make sure we have DirectX 5 or better... */ /* (DirectSoundCaptureCreate was added in DX5) */ if (!GetProcAddress(DSoundDLL, TEXT("DirectSoundCaptureCreate"))) { SDL_SetError("DirectSound: System doesn't appear to have DX5."); } else { DSoundCreate = (void *) GetProcAddress(DSoundDLL, TEXT("DirectSoundCreate")); } if (!DSoundCreate) { SDL_SetError("DirectSound: Failed to find DirectSoundCreate"); } else { loaded = 1; } } if (!loaded) { DSOUND_Unload(); } return loaded; } static void SetDSerror(const char *function, int code) { static const char *error; static char errbuf[1024]; errbuf[0] = 0; switch (code) { case E_NOINTERFACE: error = "Unsupported interface -- Is DirectX 5.0 or later installed?"; break; case DSERR_ALLOCATED: error = "Audio device in use"; break; case DSERR_BADFORMAT: error = "Unsupported audio format"; break; case DSERR_BUFFERLOST: error = "Mixing buffer was lost"; break; case DSERR_CONTROLUNAVAIL: error = "Control requested is not available"; break; case DSERR_INVALIDCALL: error = "Invalid call for the current state"; break; case DSERR_INVALIDPARAM: error = "Invalid parameter"; break; case DSERR_NODRIVER: error = "No audio device found"; break; case DSERR_OUTOFMEMORY: error = "Out of memory"; break; case DSERR_PRIOLEVELNEEDED: error = "Caller doesn't have priority"; break; case DSERR_UNSUPPORTED: error = "Function not supported"; break; default: SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: Unknown DirectSound error: 0x%x", function, code); break; } if (!errbuf[0]) { SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: %s", function, error); } SDL_SetError("%s", errbuf); return; } /* DirectSound needs to be associated with a window */ static HWND mainwin = NULL; /* */ void DSOUND_SoundFocus(HWND hwnd) { /* !!! FIXME: probably broken with multi-window support in SDL 1.3 ... */ mainwin = hwnd; } static void DSOUND_ThreadInit(_THIS) { SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST); } static void DSOUND_WaitDevice(_THIS) { DWORD status = 0; DWORD cursor = 0; DWORD junk = 0; HRESULT result = DS_OK; /* Semi-busy wait, since we have no way of getting play notification on a primary mixing buffer located in hardware (DirectX 5.0) */ result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf, &junk, &cursor); if (result != DS_OK) { if (result == DSERR_BUFFERLOST) { IDirectSoundBuffer_Restore(this->hidden->mixbuf); } #ifdef DEBUG_SOUND SetDSerror("DirectSound GetCurrentPosition", result); #endif return; } while ((cursor / this->hidden->mixlen) == this->hidden->lastchunk) { /* FIXME: find out how much time is left and sleep that long */ SDL_Delay(1); /* Try to restore a lost sound buffer */ IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status); if ((status & DSBSTATUS_BUFFERLOST)) { IDirectSoundBuffer_Restore(this->hidden->mixbuf); IDirectSoundBuffer_GetStatus(this->hidden->mixbuf, &status); if ((status & DSBSTATUS_BUFFERLOST)) { break; } } if (!(status & DSBSTATUS_PLAYING)) { result = IDirectSoundBuffer_Play(this->hidden->mixbuf, 0, 0, DSBPLAY_LOOPING); if (result == DS_OK) { continue; } #ifdef DEBUG_SOUND SetDSerror("DirectSound Play", result); #endif return; } /* Find out where we are playing */ result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf, &junk, &cursor); if (result != DS_OK) { SetDSerror("DirectSound GetCurrentPosition", result); return; } } } static void DSOUND_PlayDevice(_THIS) { /* Unlock the buffer, allowing it to play */ if (this->hidden->locked_buf) { IDirectSoundBuffer_Unlock(this->hidden->mixbuf, this->hidden->locked_buf, this->hidden->mixlen, NULL, 0); } } static Uint8 * DSOUND_GetDeviceBuf(_THIS) { DWORD cursor = 0; DWORD junk = 0; HRESULT result = DS_OK; DWORD rawlen = 0; /* Figure out which blocks to fill next */ this->hidden->locked_buf = NULL; result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf, &junk, &cursor); if (result == DSERR_BUFFERLOST) { IDirectSoundBuffer_Restore(this->hidden->mixbuf); result = IDirectSoundBuffer_GetCurrentPosition(this->hidden->mixbuf, &junk, &cursor); } if (result != DS_OK) { SetDSerror("DirectSound GetCurrentPosition", result); return (NULL); } cursor /= this->hidden->mixlen; #ifdef DEBUG_SOUND /* Detect audio dropouts */ { DWORD spot = cursor; if (spot < this->hidden->lastchunk) { spot += this->hidden->num_buffers; } if (spot > this->hidden->lastchunk + 1) { fprintf(stderr, "Audio dropout, missed %d fragments\n", (spot - (this->hidden->lastchunk + 1))); } } #endif this->hidden->lastchunk = cursor; cursor = (cursor + 1) % this->hidden->num_buffers; cursor *= this->hidden->mixlen; /* Lock the audio buffer */ result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor, this->hidden->mixlen, (LPVOID *) & this->hidden->locked_buf, &rawlen, NULL, &junk, 0); if (result == DSERR_BUFFERLOST) { IDirectSoundBuffer_Restore(this->hidden->mixbuf); result = IDirectSoundBuffer_Lock(this->hidden->mixbuf, cursor, this->hidden->mixlen, (LPVOID *) & this-> hidden->locked_buf, &rawlen, NULL, &junk, 0); } if (result != DS_OK) { SetDSerror("DirectSound Lock", result); return (NULL); } return (this->hidden->locked_buf); } static void DSOUND_WaitDone(_THIS) { Uint8 *stream = DSOUND_GetDeviceBuf(this); /* Wait for the playing chunk to finish */ if (stream != NULL) { SDL_memset(stream, this->spec.silence, this->hidden->mixlen); DSOUND_PlayDevice(this); } DSOUND_WaitDevice(this); /* Stop the looping sound buffer */ IDirectSoundBuffer_Stop(this->hidden->mixbuf); } static void DSOUND_CloseDevice(_THIS) { if (this->hidden != NULL) { if (this->hidden->sound != NULL) { if (this->hidden->mixbuf != NULL) { /* Clean up the audio buffer */ IDirectSoundBuffer_Release(this->hidden->mixbuf); this->hidden->mixbuf = NULL; } IDirectSound_Release(this->hidden->sound); this->hidden->sound = NULL; } SDL_free(this->hidden); this->hidden = NULL; } } /* This function tries to create a secondary audio buffer, and returns the number of audio chunks available in the created buffer. */ static int CreateSecondary(_THIS, HWND focus, WAVEFORMATEX * wavefmt) { LPDIRECTSOUND sndObj = this->hidden->sound; LPDIRECTSOUNDBUFFER *sndbuf = &this->hidden->mixbuf; Uint32 chunksize = this->spec.size; const int numchunks = 8; HRESULT result = DS_OK; DSBUFFERDESC format; LPVOID pvAudioPtr1, pvAudioPtr2; DWORD dwAudioBytes1, dwAudioBytes2; /* Try to set primary mixing privileges */ if (focus) { result = IDirectSound_SetCooperativeLevel(sndObj, focus, DSSCL_PRIORITY); } else { result = IDirectSound_SetCooperativeLevel(sndObj, GetDesktopWindow(), DSSCL_NORMAL); } if (result != DS_OK) { SetDSerror("DirectSound SetCooperativeLevel", result); return (-1); } /* Try to create the secondary buffer */ SDL_memset(&format, 0, sizeof(format)); format.dwSize = sizeof(format); format.dwFlags = DSBCAPS_GETCURRENTPOSITION2; if (!focus) { format.dwFlags |= DSBCAPS_GLOBALFOCUS; } else { format.dwFlags |= DSBCAPS_STICKYFOCUS; } format.dwBufferBytes = numchunks * chunksize; if ((format.dwBufferBytes < DSBSIZE_MIN) || (format.dwBufferBytes > DSBSIZE_MAX)) { SDL_SetError("Sound buffer size must be between %d and %d", DSBSIZE_MIN / numchunks, DSBSIZE_MAX / numchunks); return (-1); } format.dwReserved = 0; format.lpwfxFormat = wavefmt; result = IDirectSound_CreateSoundBuffer(sndObj, &format, sndbuf, NULL); if (result != DS_OK) { SetDSerror("DirectSound CreateSoundBuffer", result); return (-1); } IDirectSoundBuffer_SetFormat(*sndbuf, wavefmt); /* Silence the initial audio buffer */ result = IDirectSoundBuffer_Lock(*sndbuf, 0, format.dwBufferBytes, (LPVOID *) & pvAudioPtr1, &dwAudioBytes1, (LPVOID *) & pvAudioPtr2, &dwAudioBytes2, DSBLOCK_ENTIREBUFFER); if (result == DS_OK) { SDL_memset(pvAudioPtr1, this->spec.silence, dwAudioBytes1); IDirectSoundBuffer_Unlock(*sndbuf, (LPVOID) pvAudioPtr1, dwAudioBytes1, (LPVOID) pvAudioPtr2, dwAudioBytes2); } /* We're ready to go */ return (numchunks); } static int DSOUND_OpenDevice(_THIS, const char *devname, int iscapture) { HRESULT result; WAVEFORMATEX waveformat; int valid_format = 0; SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format); /* !!! FIXME: handle devname */ /* !!! FIXME: handle iscapture */ /* 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)); while ((!valid_format) && (test_format)) { switch (test_format) { case AUDIO_U8: case AUDIO_S16: case AUDIO_S32: this->spec.format = test_format; valid_format = 1; break; } test_format = SDL_NextAudioFormat(); } if (!valid_format) { DSOUND_CloseDevice(this); SDL_SetError("DirectSound: Unsupported audio format"); return 0; } SDL_memset(&waveformat, 0, sizeof(waveformat)); waveformat.wFormatTag = WAVE_FORMAT_PCM; waveformat.wBitsPerSample = SDL_AUDIO_BITSIZE(this->spec.format); waveformat.nChannels = this->spec.channels; waveformat.nSamplesPerSec = this->spec.freq; waveformat.nBlockAlign = waveformat.nChannels * (waveformat.wBitsPerSample / 8); waveformat.nAvgBytesPerSec = waveformat.nSamplesPerSec * waveformat.nBlockAlign; /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(&this->spec); /* Open the audio device */ result = DSoundCreate(NULL, &this->hidden->sound, NULL); if (result != DS_OK) { DSOUND_CloseDevice(this); SetDSerror("DirectSoundCreate", result); return 0; } /* Create the audio buffer to which we write */ this->hidden->num_buffers = CreateSecondary(this, mainwin, &waveformat); if (this->hidden->num_buffers < 0) { DSOUND_CloseDevice(this); return 0; } /* The buffer will auto-start playing in DSOUND_WaitDevice() */ this->hidden->mixlen = this->spec.size; return 1; /* good to go. */ } static void DSOUND_Deinitialize(void) { DSOUND_Unload(); } static int DSOUND_Init(SDL_AudioDriverImpl * impl) { OSVERSIONINFO ver; /* * Unfortunately, the sound drivers on NT have higher latencies than the * audio buffers used by many SDL applications, so there are gaps in the * audio - it sounds terrible. Punt for now. */ SDL_memset(&ver, '\0', sizeof(OSVERSIONINFO)); ver.dwOSVersionInfoSize = sizeof(OSVERSIONINFO); GetVersionEx(&ver); if (ver.dwPlatformId == VER_PLATFORM_WIN32_NT) { if (ver.dwMajorVersion <= 4) { return 0; /* NT4.0 or earlier. Disable dsound support. */ } } if (!DSOUND_Load()) { return 0; } /* Set the function pointers */ impl->OpenDevice = DSOUND_OpenDevice; impl->PlayDevice = DSOUND_PlayDevice; impl->WaitDevice = DSOUND_WaitDevice; impl->WaitDone = DSOUND_WaitDone; impl->ThreadInit = DSOUND_ThreadInit; impl->GetDeviceBuf = DSOUND_GetDeviceBuf; impl->CloseDevice = DSOUND_CloseDevice; impl->Deinitialize = DSOUND_Deinitialize; impl->OnlyHasDefaultOutputDevice = 1; /* !!! FIXME */ return 1; /* this audio target is available. */ } AudioBootStrap DSOUND_bootstrap = { "dsound", WINDOWS_OS_NAME "DirectSound", DSOUND_Init, 0 }; /* vi: set ts=4 sw=4 expandtab: */