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https://github.com/Relintai/sdl2_frt.git
synced 2024-11-21 20:47:19 +01:00
audio: Backed out the audio-thread detaching changes.
It added a ton of complexity. A simpler solution might arise at some point though.
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24df68ea33
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7d2108ce81
@ -708,38 +708,6 @@ SDL_ClearQueuedAudio(SDL_AudioDeviceID devid)
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free_audio_queue(packet);
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}
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void
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SDL_FinalizeAudioDevice(SDL_AudioDevice *device)
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{
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if (!device) {
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return;
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}
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SDL_AtomicSet(&device->shutdown, 1); /* just in case. */
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SDL_AtomicSet(&device->enabled, 0);
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/* lock/unlock here so we don't race if the audio thread saw the shutdown
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var without locking, and the thread that requested shutdown is now
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trying to unlock the mutex while we destroy it. Threading is hard. */
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current_audio.impl.LockDevice(device);
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current_audio.impl.UnlockDevice(device);
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if (device->mixer_lock != NULL) {
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SDL_DestroyMutex(device->mixer_lock);
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}
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SDL_free(device->fake_stream);
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if (device->convert.needed) {
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SDL_free(device->convert.buf);
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}
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if (device->hidden != NULL) {
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current_audio.impl.CloseDevice(device);
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}
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free_audio_queue(device->buffer_queue_head);
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free_audio_queue(device->buffer_queue_pool);
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SDL_free(device);
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}
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/* The general mixing thread function */
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static int SDLCALL
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@ -819,8 +787,6 @@ SDL_RunAudio(void *devicep)
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/* Wait for the audio to drain. */
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SDL_Delay(((device->spec.samples * 1000) / device->spec.freq) * 2);
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SDL_FinalizeAudioDevice(device);
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return 0;
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}
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@ -902,8 +868,6 @@ SDL_CaptureAudio(void *devicep)
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current_audio.impl.FlushCapture(device);
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SDL_FinalizeAudioDevice(device);
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return 0;
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}
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@ -1118,19 +1082,6 @@ close_audio_device(SDL_AudioDevice * device)
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return;
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}
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/* It's possible the audio device can hang at the OS level for
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several reasons (buggy drivers, etc), so if we've got a thread in
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flight, we mark the device as ready to shutdown and return
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immediately. The thread will either notice this and clean everything
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up when it can, or it's frozen and helpless, but since we've already
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detached the thread, it's none of our concern. Otherwise, we might
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hang too. */
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/* Note this can still hang if we initialized the device but failed
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to finish setting up, forcing _this_ thread to do the cleanup, but
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oh well. */
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/* take it out of our open list now, though, even if device hangs. */
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if (device->id > 0) {
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SDL_AudioDevice *opendev = open_devices[device->id - 1];
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SDL_assert((opendev == device) || (opendev == NULL));
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@ -1139,43 +1090,26 @@ close_audio_device(SDL_AudioDevice * device)
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}
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}
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if (!current_audio.impl.ProvidesOwnCallbackThread && !device->thread) {
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/* no thread...maybe we're cleaning up a half-opened failure. */
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SDL_FinalizeAudioDevice(device); /* do it ourselves. */
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} else if (current_audio.impl.ProvidesOwnCallbackThread) {
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/* !!! FIXME: this is sort of a mess, because we _should_ treat this
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!!! FIXME: the same as our internal threads, but those targets
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!!! FIXME: need refactoring first: they need to call
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!!! FIXME: SDL_FinalizeAudioDevice() themselves and also have
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!!! FIXME: their CloseDevice() code deal with cleaning up
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!!! FIXME: half-initialized opens _and_ normal runs. So for now,
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!!! FIXME: nothing to do here but pray this doesn't hang.
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!!! FIXME: (the TODO list: coreaudio, emscripten, nacl, haiku) */
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SDL_FinalizeAudioDevice(device);
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} else {
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Uint32 delay = 0;
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if (!device->iscapture) {
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const SDL_AudioSpec *spec = &device->spec;
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delay = ((spec->samples * 1000) / spec->freq) * 2;
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}
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/* Lock to make sure an audio callback doesn't fire after we return.
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Presumably, if a device hangs, it'll not be holding this mutex,
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since it should only be held during the app's audio callback. */
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current_audio.impl.LockDevice(device);
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SDL_AtomicSet(&device->shutdown, 1); /* let the thread do it. */
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SDL_AtomicSet(&device->enabled, 0);
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current_audio.impl.UnlockDevice(device);
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/* device is no longer safe to touch at this point. */
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if (delay > 0) {
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/* Block the amount that is roughly pending for playback, so we
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don't drop audio if the process exits right after this call. */
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SDL_Delay(delay);
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}
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SDL_AtomicSet(&device->shutdown, 1);
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SDL_AtomicSet(&device->enabled, 0);
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if (device->thread != NULL) {
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SDL_WaitThread(device->thread, NULL);
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}
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if (device->mixer_lock != NULL) {
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SDL_DestroyMutex(device->mixer_lock);
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}
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SDL_free(device->fake_stream);
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if (device->convert.needed) {
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SDL_free(device->convert.buf);
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}
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if (device->hidden != NULL) {
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current_audio.impl.CloseDevice(device);
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}
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free_audio_queue(device->buffer_queue_head);
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free_audio_queue(device->buffer_queue_pool);
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SDL_free(device);
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}
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@ -1494,9 +1428,6 @@ open_audio_device(const char *devname, int iscapture,
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SDL_SetError("Couldn't create audio thread");
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return 0;
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}
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/* don't ever join on this thread; it will clean itself up. */
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SDL_DetachThread(device->thread);
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}
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return device->id;
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