src/audio/psp/SDL_pspaudio.c
author Ryan C. Gordon
Fri, 05 Aug 2016 01:44:41 -0400
changeset 10255 9530fc07da6c
parent 10058 d141e7945ddf
child 10256 620329de23d4
permissions -rw-r--r--
audio: Clean up some CloseDevice() interface details.

- It's now always called if device->hidden isn't NULL, even if OpenDevice()
failed halfway through. This lets implementation code not have to clean up
itself on every possible failure point; just return an error and SDL will
handle it for you.

- Implementations can assume this->hidden != NULL and not check for it.

- implementations don't have to set this->hidden = NULL when done, because
the caller is always about to free(this).

- Don't reset other fields that are in a block of memory about to be free()'d.

- Implementations all now free things like internal mix buffers last, after
closing devices and such, to guarantee they definitely aren't in use anymore
at the point of deallocation.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_AUDIO_DRIVER_PSP
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <malloc.h>
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#include "SDL_audio.h"
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#include "SDL_error.h"
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#include "SDL_timer.h"
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#include "../SDL_audiomem.h"
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#include "../SDL_audio_c.h"
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#include "../SDL_audiodev_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_pspaudio.h"
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#include <pspaudio.h>
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#include <pspthreadman.h>
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/* The tag name used by PSP audio */
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#define PSPAUD_DRIVER_NAME         "psp"
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static int
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PSPAUD_OpenDevice(_THIS, void *handle, const char *devname, int iscapture)
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{
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    int format, mixlen, i;
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    this->hidden = (struct SDL_PrivateAudioData *)
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        SDL_malloc(sizeof(*this->hidden));
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    if (this->hidden == NULL) {
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        return SDL_OutOfMemory();
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    }
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    SDL_memset(this->hidden, 0, sizeof(*this->hidden));
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    switch (this->spec.format & 0xff) {
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        case 8:
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        case 16:
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            this->spec.format = AUDIO_S16LSB;
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            break;
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        default:
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            return SDL_SetError("Unsupported audio format");
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    }
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    /* The sample count must be a multiple of 64. */
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    this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(this->spec.samples);
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    this->spec.freq = 44100;
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    /* Update the fragment size as size in bytes. */
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    SDL_CalculateAudioSpec(&this->spec);
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    /* Allocate the mixing buffer.  Its size and starting address must
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       be a multiple of 64 bytes.  Our sample count is already a multiple of
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       64, so spec->size should be a multiple of 64 as well. */
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    mixlen = this->spec.size * NUM_BUFFERS;
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    this->hidden->rawbuf = (Uint8 *) memalign(64, mixlen);
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    if (this->hidden->rawbuf == NULL) {
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        return SDL_SetError("Couldn't allocate mixing buffer");
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    }
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    /* Setup the hardware channel. */
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    if (this->spec.channels == 1) {
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        format = PSP_AUDIO_FORMAT_MONO;
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    } else {
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        format = PSP_AUDIO_FORMAT_STEREO;
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    }
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    this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, this->spec.samples, format);
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    if (this->hidden->channel < 0) {
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        free(this->hidden->rawbuf);
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        this->hidden->rawbuf = NULL;
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        return SDL_SetError("Couldn't reserve hardware channel");
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    }
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    memset(this->hidden->rawbuf, 0, mixlen);
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    for (i = 0; i < NUM_BUFFERS; i++) {
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        this->hidden->mixbufs[i] = &this->hidden->rawbuf[i * this->spec.size];
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    }
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    this->hidden->next_buffer = 0;
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    return 0;
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}
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static void PSPAUD_PlayDevice(_THIS)
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{
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    Uint8 *mixbuf = this->hidden->mixbufs[this->hidden->next_buffer];
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    if (this->spec.channels == 1) {
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        sceAudioOutputBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, mixbuf);
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    } else {
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        sceAudioOutputPannedBlocking(this->hidden->channel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, mixbuf);
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    }
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    this->hidden->next_buffer = (this->hidden->next_buffer + 1) % NUM_BUFFERS;
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}
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/* This function waits until it is possible to write a full sound buffer */
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static void PSPAUD_WaitDevice(_THIS)
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{
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    /* Because we block when sending audio, there's no need for this function to do anything. */
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}
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static Uint8 *PSPAUD_GetDeviceBuf(_THIS)
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{
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    return this->hidden->mixbufs[this->hidden->next_buffer];
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}
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static void PSPAUD_CloseDevice(_THIS)
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{
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    if (this->hidden->channel >= 0) {
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        sceAudioChRelease(this->hidden->channel);
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    }
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    free(this->hidden->rawbuf);  /* this uses memalign(), not SDL_malloc(). */
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    SDL_free(this->hidden);
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}
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static void PSPAUD_ThreadInit(_THIS)
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{
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    /* Increase the priority of this audio thread by 1 to put it
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       ahead of other SDL threads. */
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    SceUID thid;
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    SceKernelThreadInfo status;
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    thid = sceKernelGetThreadId();
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    status.size = sizeof(SceKernelThreadInfo);
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    if (sceKernelReferThreadStatus(thid, &status) == 0) {
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        sceKernelChangeThreadPriority(thid, status.currentPriority - 1);
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    }
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}
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static int
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PSPAUD_Init(SDL_AudioDriverImpl * impl)
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{
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    /* Set the function pointers */
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    impl->OpenDevice = PSPAUD_OpenDevice;
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    impl->PlayDevice = PSPAUD_PlayDevice;
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    impl->WaitDevice = PSPAUD_WaitDevice;
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    impl->GetDeviceBuf = PSPAUD_GetDeviceBuf;
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    impl->WaitDone = PSPAUD_WaitDevice;
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    impl->CloseDevice = PSPAUD_CloseDevice;
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    impl->ThreadInit = PSPAUD_ThreadInit;
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    /* PSP audio device */
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    impl->OnlyHasDefaultOutputDevice = 1;
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/*
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    impl->HasCaptureSupport = 1;
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    impl->OnlyHasDefaultInputDevice = 1;
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*/
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    /*
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    impl->DetectDevices = DSOUND_DetectDevices;
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    impl->Deinitialize = DSOUND_Deinitialize;
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    */
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    return 1;   /* this audio target is available. */
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}
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AudioBootStrap PSPAUD_bootstrap = {
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    "psp", "PSP audio driver", PSPAUD_Init, 0
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};
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 /* SDL_AUDI */
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#endif /* SDL_AUDIO_DRIVER_PSP */
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/* vi: set ts=4 sw=4 expandtab: */