Use RoInitialize/RoUninitialize for Windows.Gaming.Input
Thanks @walbourn! Fixes https://github.com/libsdl-org/SDL/issues/5270main
parent
1c9299b00d
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8ebef12d31
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@ -25,7 +25,8 @@
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#include "SDL_windows.h"
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#include "SDL_error.h"
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#include <objbase.h> /* for CoInitialize/CoUninitialize (Win32 only) */
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#include <objbase.h> /* for CoInitialize/CoUninitialize (Win32 only) */
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#include <roapi.h> /* For RoInitialize/RoUninitialize (Win32 only) */
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#ifndef _WIN32_WINNT_VISTA
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#define _WIN32_WINNT_VISTA 0x0600
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@ -104,51 +105,52 @@ void
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WIN_CoUninitialize(void)
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{
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#ifndef __WINRT__
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/* Don't uninitialize COM because of what appears to be a bug in Microsoft WGI reference counting.
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*
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* If you plug in a non-Xbox controller and let the application run for 30 seconds, then it crashes in CoUninitialize()
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* with this stack trace:
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CoUninitialize();
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#endif
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}
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Windows.Gaming.Input.dll!GameController::~GameController(void) Unknown
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Windows.Gaming.Input.dll!GameController::`vector deleting destructor'(unsigned int) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::Details::RuntimeClassImpl<struct Microsoft::WRL::RuntimeClassFlags<1>,1,1,0,struct Windows::Gaming::Input::IGameController,struct Windows::Gaming::Input::IGameControllerBatteryInfo,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Internal::IGameControllerPrivate>,class Microsoft::WRL::FtmBase>::Release(void) Unknown
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Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::AggregableRuntimeClass<struct Windows::Gaming::Input::IGamepad,struct Windows::Gaming::Input::IGamepad2,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IGipGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IHidGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IXusbGameControllerInputSink>,class Microsoft::WRL::Details::Nil,class Microsoft::WRL::Details::Nil,class Microsoft::WRL::Details::Nil>::Release(void) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>::~ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>() Unknown
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Windows.Gaming.Input.dll!`eh vector destructor iterator'(void *,unsigned int,int,void (*)(void *)) Unknown
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Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>::~GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>(void) Unknown
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Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>::`vector deleting destructor'(unsigned int) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::Details::RuntimeClassImpl<struct Microsoft::WRL::RuntimeClassFlags<1>,1,1,0,struct Windows::Foundation::Collections::IIterable<class Windows::Gaming::Input::ArcadeStick *>,struct Windows::Foundation::Collections::IVectorView<class Windows::Gaming::Input::ArcadeStick *>,class Microsoft::WRL::FtmBase>::Release(void) Unknown
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Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>::~CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>(void) Unknown
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Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>::`vector deleting destructor'(unsigned int) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::ActivationFactory<struct Microsoft::WRL::Implements<class Microsoft::WRL::FtmBase,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::ICustomGameControllerFactory> >,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil,0>::Release(void) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>::~ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>() Unknown
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Windows.Gaming.Input.dll!NtList<struct FactoryManager::FactoryListEntry>::~NtList<struct FactoryManager::FactoryListEntry>(void) Unknown
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Windows.Gaming.Input.dll!FactoryManager::`vector deleting destructor'(unsigned int) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::ActivationFactory<struct Microsoft::WRL::Implements<class Microsoft::WRL::FtmBase,struct Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics>,struct Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics2,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Internal::IGameControllerFactoryManagerStaticsPrivate>,0>::Release(void) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::Details::TerminateMap(class Microsoft::WRL::Details::ModuleBase *,unsigned short const *,bool) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::Module<1,class Microsoft::WRL::Details::DefaultModule<1> >::~Module<1,class Microsoft::WRL::Details::DefaultModule<1> >(void) Unknown
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Windows.Gaming.Input.dll!Microsoft::WRL::Details::DefaultModule<1>::`vector deleting destructor'(unsigned int) Unknown
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Windows.Gaming.Input.dll!`dynamic atexit destructor for 'Microsoft::WRL::Details::StaticStorage<Microsoft::WRL::Details::DefaultModule<1>,0,int>::instance_''() Unknown
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Windows.Gaming.Input.dll!__CRT_INIT@12() Unknown
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Windows.Gaming.Input.dll!__DllMainCRTStartup() Unknown
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ntdll.dll!_LdrxCallInitRoutine@16() Unknown
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ntdll.dll!LdrpCallInitRoutine() Unknown
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ntdll.dll!LdrpProcessDetachNode() Unknown
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ntdll.dll!LdrpUnloadNode() Unknown
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ntdll.dll!LdrpDecrementModuleLoadCountEx() Unknown
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ntdll.dll!LdrUnloadDll() Unknown
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KernelBase.dll!FreeLibrary() Unknown
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combase.dll!FreeLibraryWithLogging(LoadOrFreeWhy why, HINSTANCE__ * hMod, const wchar_t * pswzOptionalFileName) Line 193 C++
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combase.dll!CClassCache::CDllPathEntry::CFinishObject::Finish() Line 3311 C++
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combase.dll!CClassCache::CFinishComposite::Finish() Line 3421 C++
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combase.dll!CClassCache::CleanUpDllsForProcess() Line 7009 C++
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[Inline Frame] combase.dll!CCCleanUpDllsForProcess() Line 8773 C++
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combase.dll!ProcessUninitialize() Line 2243 C++
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combase.dll!DecrementProcessInitializeCount() Line 993 C++
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combase.dll!wCoUninitialize(COleTls & Tls, int fHostThread) Line 4126 C++
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combase.dll!CoUninitialize() Line 3945 C++
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*/
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/*CoUninitialize();*/
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void *
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WIN_LoadComBaseFunction(const char *name)
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{
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static SDL_bool s_bLoaded;
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static HMODULE s_hComBase;
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if (!s_bLoaded) {
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s_hComBase = LoadLibraryEx(TEXT("combase.dll"), NULL, LOAD_LIBRARY_SEARCH_SYSTEM32);
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s_bLoaded = SDL_TRUE;
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}
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if (s_hComBase) {
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return GetProcAddress(s_hComBase, name);
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} else {
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return NULL;
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}
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}
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HRESULT
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WIN_RoInitialize(void)
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{
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#ifdef __WINRT__
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return S_OK;
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#else
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typedef HRESULT (*RoInitialize_t)(RO_INIT_TYPE initType);
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RoInitialize_t RoInitializeFunc = (RoInitialize_t)WIN_LoadComBaseFunction("RoInitialize");
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if (RoInitializeFunc) {
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return RoInitializeFunc(RO_INIT_MULTITHREADED);
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} else {
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return E_NOINTERFACE;
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}
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#endif
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}
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void
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WIN_RoUninitialize(void)
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{
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#ifndef __WINRT__
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typedef void (*RoUninitialize_t)(void);
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RoUninitialize_t RoUninitializeFunc = (RoUninitialize_t)WIN_LoadComBaseFunction("RoUninitialize");
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if (RoUninitializeFunc) {
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RoUninitializeFunc();
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}
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#endif
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}
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@ -63,10 +63,17 @@ extern int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr);
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/* Sets an error message based on GetLastError(). Always return -1. */
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extern int WIN_SetError(const char *prefix);
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/* Load a function from combase.dll */
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void *WIN_LoadComBaseFunction(const char *name);
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/* Wrap up the oddities of CoInitialize() into a common function. */
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extern HRESULT WIN_CoInitialize(void);
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extern void WIN_CoUninitialize(void);
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/* Wrap up the oddities of RoInitialize() into a common function. */
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extern HRESULT WIN_RoInitialize(void);
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extern void WIN_RoUninitialize(void);
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/* Returns SDL_TRUE if we're running on Windows Vista and newer */
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extern BOOL WIN_IsWindowsVistaOrGreater(void);
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@ -565,22 +565,19 @@ RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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if (!wgi_state.initialized) {
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static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
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HRESULT hr;
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HMODULE hModule;
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/* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
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if (FAILED(WIN_CoInitialize())) {
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if (FAILED(WIN_RoInitialize())) {
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return;
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}
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wgi_state.initialized = SDL_TRUE;
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wgi_state.dirty = SDL_TRUE;
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hModule = LoadLibraryA("combase.dll");
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if (hModule != NULL) {
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{
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typedef HRESULT (WINAPI *WindowsCreateStringReference_t)(PCWSTR sourceString, UINT32 length, HSTRING_HEADER *hstringHeader, HSTRING* string);
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typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
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WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)GetProcAddress(hModule, "WindowsCreateStringReference");
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RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
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WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
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RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
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if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
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PCWSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
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HSTRING_HEADER hNamespaceStringHeader;
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RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, (void **)&wgi_state.gamepad_statics);
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}
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}
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FreeLibrary(hModule);
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}
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}
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}
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi_state.gamepad_statics);
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wgi_state.gamepad_statics = NULL;
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}
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WIN_CoUninitialize();
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WIN_RoUninitialize();
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wgi_state.initialized = SDL_FALSE;
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}
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}
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WindowsGetStringRawBufferFunc = WindowsGetStringRawBuffer;
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WindowsDeleteStringFunc = WindowsDeleteString;
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#else
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HMODULE hModule = LoadLibraryA("combase.dll");
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if (hModule != NULL) {
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WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)GetProcAddress(hModule, "WindowsGetStringRawBuffer");
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WindowsDeleteStringFunc = (WindowsDeleteString_t)GetProcAddress(hModule, "WindowsDeleteString");
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{
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WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)WIN_LoadComBaseFunction("WindowsGetStringRawBuffer");
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WindowsDeleteStringFunc = (WindowsDeleteString_t)WIN_LoadComBaseFunction("WindowsDeleteString");
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}
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#endif /* __WINRT__ */
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if (WindowsGetStringRawBufferFunc && WindowsDeleteStringFunc) {
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WindowsDeleteStringFunc(hString);
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}
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}
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#ifndef __WINRT__
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if (hModule != NULL) {
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FreeLibrary(hModule);
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}
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#endif
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__x_ABI_CWindows_CGaming_CInput_CIRawGameController2_Release(controller2);
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}
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if (!name) {
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WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = NULL;
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RoGetActivationFactory_t RoGetActivationFactoryFunc = NULL;
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#ifndef __WINRT__
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HMODULE hModule;
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#endif
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HRESULT hr;
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if (FAILED(WIN_CoInitialize())) {
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return SDL_SetError("CoInitialize() failed");
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if (FAILED(WIN_RoInitialize())) {
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return SDL_SetError("RoInitialize() failed");
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}
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#ifdef __WINRT__
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WindowsCreateStringReferenceFunc = WindowsCreateStringReference;
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RoGetActivationFactoryFunc = RoGetActivationFactory;
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#else
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hModule = LoadLibraryA("combase.dll");
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if (hModule != NULL) {
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WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)GetProcAddress(hModule, "WindowsCreateStringReference");
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RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
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{
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WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
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RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
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}
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#endif /* __WINRT__ */
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if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
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}
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}
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}
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#ifndef __WINRT__
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if (hModule != NULL) {
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FreeLibrary(hModule);
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}
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#endif
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if (wgi.statics) {
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__FIVectorView_1_Windows__CGaming__CInput__CRawGameController *controllers;
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}
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SDL_zero(wgi);
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WIN_CoUninitialize();
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WIN_RoUninitialize();
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}
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static SDL_bool
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