Commit Graph

118 Commits

Author SHA1 Message Date
nightmareci
2f5bc17ea6 Fix support for Windows XP and up (#13904) 2025-09-08 13:00:26 -07:00
Ryan C. Gordon
a81cf566f4 wasapi: Force enumerated audio devices to report themselves as float32 format.
This is what they'll end up being when used through WASAPI in shared mode,
regardless of what the hardware actually expects.

Reference Issue #12914.
2025-07-11 16:10:47 -04:00
Sam Lantinga
d7939abf42 Use consistent style for pointer declarations and casts 2025-06-18 10:03:44 -07:00
Frank Praznik
6f3b14a6df audio/video: Fix uninitialized field warnings 2025-02-14 17:16:10 -05:00
Ryan C. Gordon
d16f76e3d4 wasapi: Don't crash/hang if transitioning to/from a Remote Desktop Connection.
Fixes #9673.
2025-01-05 21:53:35 -05:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
L zard
af2dbbcb53 Merge SDL_wasapi_win32 into SDL_wasapi 2024-12-23 16:54:52 -08:00
Sam Lantinga
c508396e33 Avoid usage of CreateEventEx in WASAPI code
This also uses FALSE as parameters consistently for CreateEvent()
2024-11-24 17:49:17 -08:00
Sam Lantinga
8d223b3037 Renamed atomic functions to match SDL 3.0 naming convention
This will also allow us to cleanly add atomic operations for other types in the future.
2024-09-17 08:53:27 -07:00
Ryan C. Gordon
154452a726 winrt: Removed WinRT/Windows Phone/UWP support.
Fixes #10724.
2024-09-06 13:28:39 -04:00
Sam Lantinga
cf1d8e2dfd Renamed SDL_AtomicSetPtr() and SDL_AtomicGetPtr()
Fixes https://github.com/libsdl-org/SDL/issues/10601
2024-08-31 07:46:28 -07:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Sam Lantinga
8f546bb3c9 Use C99 bool internally in SDL 2024-08-22 13:30:02 -07:00
Sam Lantinga
6501e90018 Use C++ style comments consistently in SDL source code
Implemented using this script:

find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
    core/linux/SDL_evdev_kbd_default_keymap.h \
    events/imKStoUCS.* \
    hidapi \
    joystick/controller_type.c \
    joystick/controller_type.h \
    joystick/hidapi/steam/controller_constants.h \
    joystick/hidapi/steam/controller_structs.h \
    joystick/SDL_gamepad_db.h \
    libm \
    render/*/*Shader*.h \
    render/vitagxm/SDL_render_vita_gxm_shaders.h \
    render/metal/SDL_shaders_metal_*.h \
    stdlib/SDL_malloc.c \
    stdlib/SDL_qsort.c \
    stdlib/SDL_strtokr.c \
    test/ \
    video/directx/SDL_d3d12_xbox_cmacros.h \
    video/directx/d3d12.h \
    video/directx/d3d12sdklayers.h \
    video/khronos \
    video/x11/edid-parse.c \
    video/x11/xsettings-client.* \
    video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 13:30:02 -07:00
Sam Lantinga
037541a0e0 Check standard error code return values as < 0 instead of == -1 2024-08-22 09:04:30 -07:00
Sam Lantinga
a7c0192017 Renamed SDL_PostSemaphore() to SDL_SignalSemphore() 2024-07-24 13:37:40 -07:00
Sam Lantinga
56e85064ff Fixed audio recording latency after a hitch
We want to return any data as soon as it's available, if we get a hitch and always wait, we'll never catch up.
2024-06-26 12:06:03 -07:00
Ryan C. Gordon
38f0214e8a audio: Refer to audio devices to "playback" and "recording".
Fixes #9619.
2024-06-15 01:08:12 -04:00
Sam Lantinga
90beffdeb1 Revert "WASAPI_WaitDevice: Check current padding before waiting on event"
This reverts commit 09fbb2a07d.

This was causing issues in CS2 and DOTA:
https://old.reddit.com/r/DotA2/comments/1d4bqe3/dota_2_sound_crackling_since_this_morning/
https://old.reddit.com/r/DotA2/comments/1d44udf/anyone_having_sound_issues_or_any_clue_how_to_fix/
2024-05-30 16:50:30 -07:00
Ozkan Sezer
b1c7b2f44f SDL_wasapi.c: avoid unused warning if IAudioClient3 isn't available 2024-05-29 15:43:33 -04:00
Ryan C. Gordon
0ec716819e thread: Reworked SDL_CreateThread to be consistent across platforms.
Also documented missing and weird bits, rename typedefs to fit SDL standards.
2024-05-22 11:39:43 -04:00
Brick
09fbb2a07d WASAPI_WaitDevice: Check current padding before waiting on event
During playback, don't queue another buffer unless there are none in the queue.

During capture, there may be multiple buffers of audio available.
WASAPI_CaptureFromDevice only processes one buffer, and if we always wait on the next event, we will never catch up if it falls behind.
2024-05-17 14:46:20 +01:00
hwsmm
7bcbc48c61 wasapi: Fix a type mismatch in QueryInterface
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
2024-05-07 10:27:23 -04:00
hwsmm
8252f59668 wasapi: Use IAudioClient3 if possible to make use of sample_frames 2024-05-07 10:27:23 -04:00
Sam Lantinga
33eaddc565 Cleaned up various type conversion issues
This makes sure SDL_PixelFormatEnum flows through the internal code correctly, as well as fixing a number of other minor issues.
2024-03-07 06:58:43 -08:00
Sam Lantinga
faeb2b1f22 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019 2024-02-07 13:16:35 -08:00
Ryan C. Gordon
7a7875c904 wasapi: A few tweaks to buffer management.
These were previously applied, in a different form, in SDL2.

Reference Issue #8924.
2024-01-27 14:05:09 -05:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Sam Lantinga
fc0c774976 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
Also renamed SDL_threadID to SDL_ThreadID and made it Uint64 for consistency with other ID types
2024-01-18 08:18:37 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Sylvain Becker
04b6b2979f Re-add SDL_assert() with non boolean ptr syntax (#8530) 2023-11-11 12:28:24 +03:00
Ryan C. Gordon
89408a9705 wasapi: ResetWasapiDevice no longer blocks on management thread.
It just proxies all its necessary releases and frees to these without
blocking, and sets the appropriate fields to NULL so they can be used again
immediately, regardless of when the old stuff actually gets released.
2023-11-09 20:27:58 -05:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Ryan C. Gordon
ce3be02b48 wasapi: If device is marked as a zombie, don't try to resuscitate it. 2023-10-27 01:27:22 -04:00
Ryan C. Gordon
797b70877d audio: Remove stub header SDL_audio_c.h.
It was a leftover, that just included SDL_sysaudio.h, in modern times.
2023-10-18 15:46:07 -04:00
Ozkan Sezer
f7dc63bcc3 audio: another windows wasapi build fix. 2023-10-18 18:32:00 +03:00
Ozkan Sezer
dd98330076 audio: fix windows wasapi build. 2023-10-18 18:20:00 +03:00
Ryan C. Gordon
7a52f7b3fd audio: Split Deinitialize into two stages.
First stage happens before we destroy objects, and is generally used to
shut down hotplug. The second stage is the usual deinit, which cleans up
the lowlevel API, unloads shared libraries, etc.
2023-10-18 10:43:45 -04:00
Ryan C. Gordon
d2d4914ac3 audio: WaitDevice/WaitCaptureDevice now returns a result.
This is an attempt to centralize all the error handling, instead of
implicitly counting on WaitDevice implementations to disconnect the device
to report an error.
2023-10-03 10:35:18 -04:00
Ryan C. Gordon
505dc4c39c wasapi: Deal with device failures when we aren't holding the device lock.
Since these get proxied to a different thread, if we wait for that thread
to finish while holding the lock, and the management thread _also_ requests
the lock, we're screwed.

WaitDevice never holds the lock by design, so just mark devices as failed
and clean up or recover them in there.
2023-09-27 14:33:09 -04:00
Sam Lantinga
b2b548a1fc Don't hang if IAudioRenderClient_GetBuffer() fails indefinitely 2023-09-18 20:55:28 -07:00
Brick
f2ca9a615b Added SDL_AUDIO_FRAMESIZE 2023-09-05 17:56:58 -07:00
Brick
53122593f8 Added SDL_AUDIO_BYTESIZE 2023-09-05 17:56:58 -07:00
Ryan C. Gordon
4e0c7c91fc audio: PlayDevice() should return an error code.
Higher level code treats errors as fatal and disconnects the device.
2023-08-30 19:17:19 -04:00
Ryan C. Gordon
7f4488f625 wasapi: More fixes for Clang warnings. 2023-07-30 11:56:40 -04:00
Ryan C. Gordon
29a0c689c9 wasapi: Patched to compile with Clang. 2023-07-30 11:56:40 -04:00
Ryan C. Gordon
c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes.
The WinRT code has _also_ be updated, but it has not been
tested or compiled, yet.
2023-07-30 11:56:35 -04:00
Ryan C. Gordon
0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples 2023-07-30 11:56:05 -04:00
Sylvain
04e17d4e46 Remove _THIS in src/audio/ 2023-05-09 11:29:33 -04:00