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kc3-lang/SDL/src/audio/wasapi/SDL_wasapi_winrt.cpp

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  • Author : Ryan C. Gordon
    Date : 2017-12-06 12:24:32
    Hash : 351d6d47
    Message : 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

  • src/audio/wasapi/SDL_wasapi_winrt.cpp
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely, subject to the following restrictions:
    
      1. The origin of this software must not be misrepresented; you must not
         claim that you wrote the original software. If you use this software
         in a product, an acknowledgment in the product documentation would be
         appreciated but is not required.
      2. Altered source versions must be plainly marked as such, and must not be
         misrepresented as being the original software.
      3. This notice may not be removed or altered from any source distribution.
    */
    
    #include "../../SDL_internal.h"
    
    // This is C++/CX code that the WinRT port uses to talk to WASAPI-related
    //  system APIs. The C implementation of these functions, for non-WinRT apps,
    //  is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
    //  Windows and WinRT builds to deal with audio and calls into these functions.
    
    #if SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
    
    #include <Windows.h>
    #include <windows.ui.core.h>
    #include <windows.devices.enumeration.h>
    #include <windows.media.devices.h>
    #include <wrl/implements.h>
    
    extern "C" {
    #include "../../core/windows/SDL_windows.h"
    #include "SDL_audio.h"
    #include "SDL_timer.h"
    #include "../SDL_audio_c.h"
    #include "../SDL_sysaudio.h"
    #include "SDL_assert.h"
    #include "SDL_log.h"
    }
    
    #define COBJMACROS
    #include <mmdeviceapi.h>
    #include <audioclient.h>
    
    #include "SDL_wasapi.h"
    
    using namespace Windows::Devices::Enumeration;
    using namespace Windows::Media::Devices;
    using namespace Windows::Foundation;
    using namespace Microsoft::WRL;
    
    class SDL_WasapiDeviceEventHandler
    {
    public:
        SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
        ~SDL_WasapiDeviceEventHandler();
        void OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ args);
        void OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
        void OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
        void OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args);
        void OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args);
    
    private:
        const SDL_bool iscapture;
        DeviceWatcher^ watcher;
        Windows::Foundation::EventRegistrationToken added_handler;
        Windows::Foundation::EventRegistrationToken removed_handler;
        Windows::Foundation::EventRegistrationToken updated_handler;
        Windows::Foundation::EventRegistrationToken default_changed_handler;
    };
    
    SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
        : iscapture(_iscapture)
        , watcher(DeviceInformation::CreateWatcher(_iscapture ? DeviceClass::AudioCapture : DeviceClass::AudioRender))
    {
        if (!watcher)
            return;  // uhoh.
    
        // !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
        added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>([this](DeviceWatcher^ sender, DeviceInformation^ args) { OnDeviceAdded(sender, args); } );
        removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceRemoved(sender, args); } );
        updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceUpdated(sender, args); } );
        if (iscapture) {
            default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioCaptureDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args) { OnDefaultCaptureDeviceChanged(sender, args); } );
        } else {
            default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioRenderDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args) { OnDefaultRenderDeviceChanged(sender, args); } );
        }
        watcher->Start();
    }
    
    SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
    {
        if (watcher) {
            watcher->Added -= added_handler;
            watcher->Removed -= removed_handler;
            watcher->Updated -= updated_handler;
            watcher->Stop();
            watcher = nullptr;
        }
    
        if (iscapture) {
            MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
        } else {
            MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
        }
    }
    
    void
    SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
    {
        SDL_assert(sender == this->watcher);
        char *utf8dev = WIN_StringToUTF8(info->Name->Data());
        if (utf8dev) {
            WASAPI_AddDevice(this->iscapture, utf8dev, info->Id->Data());
            SDL_free(utf8dev);
        }
    }
    
    void
    SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ info)
    {
        SDL_assert(sender == this->watcher);
        WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
    }
    
    void
    SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args)
    {
        SDL_assert(sender == this->watcher);
    }
    
    void
    SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args)
    {
        SDL_assert(this->iscapture);
        SDL_AtomicAdd(&WASAPI_DefaultPlaybackGeneration, 1);
    }
    
    void
    SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args)
    {
        SDL_assert(!this->iscapture);
        SDL_AtomicAdd(&WASAPI_DefaultCaptureGeneration, 1);
    }
    
    
    static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
    static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
    
    int WASAPI_PlatformInit(void)
    {
        return 0;
    }
    
    void WASAPI_PlatformDeinit(void)
    {
        delete playback_device_event_handler;
        playback_device_event_handler = nullptr;
        delete capture_device_event_handler;
        capture_device_event_handler = nullptr;
    }
    
    void WASAPI_EnumerateEndpoints(void)
    {
        // DeviceWatchers will fire an Added event for each existing device at
        //  startup, so we don't need to enumerate them separately before
        //  listening for updates.
        playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
        capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
    }
    
    struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< ClassicCom >, FtmBase, IActivateAudioInterfaceCompletionHandler >
    {
        SDL_WasapiActivationHandler() : device(nullptr) {}
        STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
        SDL_AudioDevice *device;
    };
    
    HRESULT
    SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
    {
        HRESULT result = S_OK;
        IUnknown *iunknown = nullptr;
        const HRESULT ret = async->GetActivateResult(&result, &iunknown);
    
        if (SUCCEEDED(ret) && SUCCEEDED(result)) {
            iunknown->QueryInterface(IID_PPV_ARGS(&device->hidden->client));
            if (device->hidden->client) {
                // 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.
                SDL_AtomicSet(&device->hidden->just_activated, 1);
            }
        }
    
        WASAPI_UnrefDevice(device);
    
        return S_OK;
    }
    
    void
    WASAPI_PlatformDeleteActivationHandler(void *handler)
    {
        ((SDL_WasapiActivationHandler *) handler)->Release();
    }
    
    int
    WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
    {
        LPCWSTR devid = _this->hidden->devid;
        Platform::String^ defdevid;
    
        if (devid == nullptr) {
            defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
            if (defdevid) {
                devid = defdevid->Data();
            }
        }
    
        SDL_AtomicSet(&_this->hidden->just_activated, 0);
    
        ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
        if (handler == nullptr) {
            return SDL_SetError("Failed to allocate WASAPI activation handler");
        }
    
        handler.Get()->AddRef();  // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
        handler.Get()->device = _this;
        _this->hidden->activation_handler = handler.Get();
    
        WASAPI_RefDevice(_this);  /* completion handler will unref it. */
        IActivateAudioInterfaceAsyncOperation *async = nullptr;
        const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
    
        if (async != nullptr) {
            async->Release();
        }
    
        if (FAILED(ret)) {
            handler.Get()->Release();
            WASAPI_UnrefDevice(_this);
            return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
        }
    
        return 0;
    }
    
    void
    WASAPI_BeginLoopIteration(_THIS)
    {
        if (SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
            if (WASAPI_PrepDevice(_this, SDL_TRUE) == -1) {
                SDL_OpenedAudioDeviceDisconnected(_this);
            } 
        }
    }
    
    void
    WASAPI_PlatformThreadInit(_THIS)
    {
        // !!! FIXME: set this thread to "Pro Audio" priority.
    }
    
    void
    WASAPI_PlatformThreadDeinit(_THIS)
    {
        // !!! FIXME: set this thread to "Pro Audio" priority.
    }
    
    #endif  // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
    
    /* vi: set ts=4 sw=4 expandtab: */