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WinRT: Wait until audio device activation is complete and PrepDevice …
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…during OpenAudio
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flibitijibibo committed Sep 25, 2018
1 parent aa9683b commit 7f9854b
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Showing 3 changed files with 42 additions and 33 deletions.
6 changes: 6 additions & 0 deletions src/audio/wasapi/SDL_wasapi.c
Expand Up @@ -725,6 +725,12 @@ WASAPI_ThreadDeinit(_THIS)
WASAPI_PlatformThreadDeinit(this);
}

void
WASAPI_BeginLoopIteration(_THIS)
{
/* no-op. */
}

static void
WASAPI_Deinitialize(void)
{
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6 changes: 0 additions & 6 deletions src/audio/wasapi/SDL_wasapi_win32.c
Expand Up @@ -405,12 +405,6 @@ WASAPI_PlatformDeleteActivationHandler(void *handler)
SDL_assert(!"This function should have only been called on WinRT.");
}

void
WASAPI_BeginLoopIteration(_THIS)
{
/* no-op. */
}

#endif /* SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__) */

/* vi: set ts=4 sw=4 expandtab: */
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63 changes: 36 additions & 27 deletions src/audio/wasapi/SDL_wasapi_winrt.cpp
Expand Up @@ -185,20 +185,9 @@ struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< Cla
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);
}
}

// 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;
}

Expand Down Expand Up @@ -236,27 +225,47 @@ WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
IActivateAudioInterfaceAsyncOperation *async = nullptr;
const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);

if (async != nullptr) {
async->Release();
}

if (FAILED(ret)) {
if (FAILED(ret) || async == nullptr) {
if (async != nullptr) {
async->Release();
}
handler.Get()->Release();
WASAPI_UnrefDevice(_this);
return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
}

return 0;
}
/* Spin until the async operation is complete.
* If we don't PrepDevice before leaving this function, the bug list gets LONG:
* - device.spec is not filled with the correct information
* - The 'obtained' spec will be wrong for ALLOW_CHANGE properties
* - SDL_AudioStreams will/will not be allocated at the right time
* - SDL_assert(device->callbackspec.size == device->spec.size) will fail
* - When the assert is ignored, skipping or a buffer overflow will occur
*/
while (!SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
SDL_Delay(1);
}

void
WASAPI_BeginLoopIteration(_THIS)
{
if (SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
if (WASAPI_PrepDevice(_this, SDL_TRUE) == -1) {
SDL_OpenedAudioDeviceDisconnected(_this);
}
HRESULT activateRes = S_OK;
IUnknown *iunknown = nullptr;
const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
async->Release();
if (FAILED(getActivateRes)) {
return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
} else if (FAILED(activateRes)) {
return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
}

iunknown->QueryInterface(IID_PPV_ARGS(&_this->hidden->client));
if (!_this->hidden->client) {
return SDL_SetError("Failed to query WASAPI client interface");
}

if (WASAPI_PrepDevice(_this, isrecovery) == -1) {
return -1;
}

return 0;
}

void
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