update sdl Merge commit '4d48f9d23713d94b861da7b5d41baf2a41334994'

This commit is contained in:
2023-08-12 20:17:29 +02:00
215 changed files with 12672 additions and 17114 deletions

View File

@ -20,8 +20,6 @@
*/
#include "SDL_internal.h"
/* Output audio to nowhere... */
#include "../SDL_audio_c.h"
#include "SDL_ps2audio.h"
@ -29,23 +27,15 @@
#include <audsrv.h>
#include <ps2_audio_driver.h>
/* The tag name used by PS2 audio */
#define PS2AUDIO_DRIVER_NAME "ps2"
static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
static int PS2AUDIO_OpenDevice(SDL_AudioDevice *device)
{
int i, mixlen;
struct audsrv_fmt_t format;
_this->hidden = (struct SDL_PrivateAudioData *)
SDL_malloc(sizeof(*_this->hidden));
if (_this->hidden == NULL) {
device->hidden = (struct SDL_PrivateAudioData *) SDL_calloc(1, sizeof(*device->hidden));
if (device->hidden == NULL) {
return SDL_OutOfMemory();
}
SDL_zerop(_this->hidden);
/* These are the native supported audio PS2 configs */
switch (_this->spec.freq) {
// These are the native supported audio PS2 configs
switch (device->spec.freq) {
case 11025:
case 12000:
case 22050:
@ -53,93 +43,89 @@ static int PS2AUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
case 32000:
case 44100:
case 48000:
_this->spec.freq = _this->spec.freq;
break;
break; // acceptable value, keep it
default:
_this->spec.freq = 48000;
device->spec.freq = 48000;
break;
}
_this->spec.samples = 512;
_this->spec.channels = _this->spec.channels == 1 ? 1 : 2;
_this->spec.format = _this->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
device->sample_frames = 512;
device->spec.channels = device->spec.channels == 1 ? 1 : 2;
device->spec.format = device->spec.format == SDL_AUDIO_S8 ? SDL_AUDIO_S8 : SDL_AUDIO_S16;
SDL_CalculateAudioSpec(&_this->spec);
struct audsrv_fmt_t format;
format.bits = device->spec.format == SDL_AUDIO_S8 ? 8 : 16;
format.freq = device->spec.freq;
format.channels = device->spec.channels;
format.bits = _this->spec.format == SDL_AUDIO_S8 ? 8 : 16;
format.freq = _this->spec.freq;
format.channels = _this->spec.channels;
_this->hidden->channel = audsrv_set_format(&format);
device->hidden->channel = audsrv_set_format(&format);
audsrv_set_volume(MAX_VOLUME);
if (_this->hidden->channel < 0) {
SDL_aligned_free(_this->hidden->rawbuf);
_this->hidden->rawbuf = NULL;
if (device->hidden->channel < 0) {
return SDL_SetError("Couldn't reserve hardware channel");
}
/* Update the fragment size as size in bytes. */
SDL_CalculateAudioSpec(&_this->spec);
// Update the fragment size as size in bytes.
SDL_UpdatedAudioDeviceFormat(device);
/* Allocate the mixing buffer. Its size and starting address must
be a multiple of 64 bytes. Our sample count is already a multiple of
64, so spec->size should be a multiple of 64 as well. */
mixlen = _this->spec.size * NUM_BUFFERS;
_this->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
if (_this->hidden->rawbuf == NULL) {
const int mixlen = device->buffer_size * NUM_BUFFERS;
device->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
if (device->hidden->rawbuf == NULL) {
return SDL_SetError("Couldn't allocate mixing buffer");
}
SDL_memset(_this->hidden->rawbuf, 0, mixlen);
for (i = 0; i < NUM_BUFFERS; i++) {
_this->hidden->mixbufs[i] = &_this->hidden->rawbuf[i * _this->spec.size];
SDL_memset(device->hidden->rawbuf, device->silence_value, mixlen);
for (int i = 0; i < NUM_BUFFERS; i++) {
device->hidden->mixbufs[i] = &device->hidden->rawbuf[i * device->buffer_size];
}
_this->hidden->next_buffer = 0;
return 0;
}
static void PS2AUDIO_PlayDevice(SDL_AudioDevice *_this)
static void PS2AUDIO_PlayDevice(SDL_AudioDevice *device, const Uint8 *buffer, int buflen)
{
uint8_t *mixbuf = _this->hidden->mixbufs[_this->hidden->next_buffer];
audsrv_play_audio((char *)mixbuf, _this->spec.size);
_this->hidden->next_buffer = (_this->hidden->next_buffer + 1) % NUM_BUFFERS;
audsrv_play_audio((char *)buffer, buflen);
}
/* This function waits until it is possible to write a full sound buffer */
static void PS2AUDIO_WaitDevice(SDL_AudioDevice *_this)
static void PS2AUDIO_WaitDevice(SDL_AudioDevice *device)
{
audsrv_wait_audio(_this->spec.size);
audsrv_wait_audio(device->buffer_size);
}
static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *_this)
static Uint8 *PS2AUDIO_GetDeviceBuf(SDL_AudioDevice *device, int *buffer_size)
{
return _this->hidden->mixbufs[_this->hidden->next_buffer];
Uint8 *buffer = device->hidden->mixbufs[device->hidden->next_buffer];
device->hidden->next_buffer = (device->hidden->next_buffer + 1) % NUM_BUFFERS;
return buffer;
}
static void PS2AUDIO_CloseDevice(SDL_AudioDevice *_this)
static void PS2AUDIO_CloseDevice(SDL_AudioDevice *device)
{
if (_this->hidden->channel >= 0) {
audsrv_stop_audio();
_this->hidden->channel = -1;
}
if (device->hidden) {
if (device->hidden->channel >= 0) {
audsrv_stop_audio();
device->hidden->channel = -1;
}
if (_this->hidden->rawbuf != NULL) {
SDL_aligned_free(_this->hidden->rawbuf);
_this->hidden->rawbuf = NULL;
if (device->hidden->rawbuf != NULL) {
SDL_aligned_free(device->hidden->rawbuf);
device->hidden->rawbuf = NULL;
}
SDL_free(device->hidden);
device->hidden = NULL;
}
}
static void PS2AUDIO_ThreadInit(SDL_AudioDevice *_this)
static void PS2AUDIO_ThreadInit(SDL_AudioDevice *device)
{
/* Increase the priority of this audio thread by 1 to put it
ahead of other SDL threads. */
int32_t thid;
const int32_t thid = GetThreadId();
ee_thread_status_t status;
thid = GetThreadId();
if (ReferThreadStatus(GetThreadId(), &status) == 0) {
if (ReferThreadStatus(thid, &status) == 0) {
ChangeThreadPriority(thid, status.current_priority - 1);
}
}
@ -155,7 +141,6 @@ static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl *impl)
return SDL_FALSE;
}
/* Set the function pointers */
impl->OpenDevice = PS2AUDIO_OpenDevice;
impl->PlayDevice = PS2AUDIO_PlayDevice;
impl->WaitDevice = PS2AUDIO_WaitDevice;
@ -164,7 +149,7 @@ static SDL_bool PS2AUDIO_Init(SDL_AudioDriverImpl *impl)
impl->ThreadInit = PS2AUDIO_ThreadInit;
impl->Deinitialize = PS2AUDIO_Deinitialize;
impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
return SDL_TRUE; /* this audio target is available. */
return SDL_TRUE; // this audio target is available.
}
AudioBootStrap PS2AUDIO_bootstrap = {