audio: Fix device refcounting vs ProvidesOwnCallbackThread backends.
parent
c6f08c2553
commit
b733adb503
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@ -352,7 +352,7 @@ static void DestroyPhysicalAudioDevice(SDL_AudioDevice *device)
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}
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// Don't hold the device lock when calling this, as we may destroy the device!
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static void UnrefPhysicalAudioDevice(SDL_AudioDevice *device)
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void UnrefPhysicalAudioDevice(SDL_AudioDevice *device)
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{
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if (SDL_AtomicDecRef(&device->refcount)) {
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// take it out of the device list.
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@ -365,7 +365,7 @@ static void UnrefPhysicalAudioDevice(SDL_AudioDevice *device)
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}
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}
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static void RefPhysicalAudioDevice(SDL_AudioDevice *device)
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void RefPhysicalAudioDevice(SDL_AudioDevice *device)
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{
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SDL_AtomicIncRef(&device->refcount);
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}
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@ -861,6 +861,7 @@ static void MixFloat32Audio(float *dst, const float *src, const int buffer_size)
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void SDL_OutputAudioThreadSetup(SDL_AudioDevice *device)
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{
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SDL_assert(!device->iscapture);
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RefPhysicalAudioDevice(device); // unref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
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current_audio.impl.ThreadInit(device);
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}
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@ -1010,6 +1011,7 @@ static int SDLCALL OutputAudioThread(void *devicep) // thread entry point
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void SDL_CaptureAudioThreadSetup(SDL_AudioDevice *device)
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{
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SDL_assert(device->iscapture);
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RefPhysicalAudioDevice(device); // unref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
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current_audio.impl.ThreadInit(device);
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}
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@ -1495,8 +1497,6 @@ static int OpenPhysicalAudioDevice(SDL_AudioDevice *device, const SDL_AudioSpec
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}
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}
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RefPhysicalAudioDevice(device); // unref'd when the audio thread terminates (ProvidesOwnCallbackThread implementations should call SDL_AudioThreadFinalize appropriately).
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return 0;
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}
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@ -106,6 +106,9 @@ extern void SDL_UpdatedAudioDeviceFormat(SDL_AudioDevice *device);
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// Backends can call this to get a standardized name for a thread to power a specific audio device.
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extern char *SDL_GetAudioThreadName(SDL_AudioDevice *device, char *buf, size_t buflen);
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// Backends can call these to change a device's refcount.
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extern void RefPhysicalAudioDevice(SDL_AudioDevice *device);
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extern void UnrefPhysicalAudioDevice(SDL_AudioDevice *device);
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// These functions are the heart of the audio threads. Backends can call them directly if they aren't using the SDL-provided thread.
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extern void SDL_OutputAudioThreadSetup(SDL_AudioDevice *device);
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@ -181,6 +181,8 @@ static int EMSCRIPTENAUDIO_OpenDevice(SDL_AudioDevice *device)
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return SDL_OutOfMemory();
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}
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RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
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// limit to native freq
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device->spec.freq = EM_ASM_INT({ return Module['SDL3'].audioContext.sampleRate; });
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@ -112,6 +112,8 @@ static int HAIKUAUDIO_OpenDevice(SDL_AudioDevice *device)
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}
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SDL_zerop(device->hidden);
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RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
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// Parse the audio format and fill the Be raw audio format
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media_raw_audio_format format;
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SDL_zero(format);
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@ -300,6 +300,8 @@ static int JACK_OpenDevice(SDL_AudioDevice *device)
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return SDL_OutOfMemory();
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}
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RefPhysicalAudioDevice(device); // CloseDevice will always unref this through SDL_AudioThreadFinalize, even if we failed to start the thread.
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client = JACK_jack_client_open(GetJackAppName(), JackNoStartServer, &status, NULL);
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device->hidden->client = client;
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if (client == NULL) {
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