WinRT: made SDL_xaudio2.c compile as C code when building for WinRT
XAudio2 2.8's header file, xaudio2.h, doesn't compile in plain C code for WinRT apps, not automatically at least. Initially, this file was adapted to compile as C++, however these changes are now deprecated in favor of some preprocessor based hacks that should get xaudio2.h to compile (while making sure XAudio2 still works).main
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@ -261,12 +261,7 @@
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<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
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<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
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<ClCompile Include="..\..\src\audio\SDL_wave.c" />
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompileAsCpp</CompileAs>
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</ClCompile>
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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@ -37,14 +37,7 @@
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<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
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<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
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<ClCompile Include="..\..\src\audio\SDL_wave.c" />
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">CompileAsCpp</CompileAs>
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<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">CompileAsCpp</CompileAs>
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</ClCompile>
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
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<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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@ -21,37 +21,7 @@
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/* WinRT NOTICE:
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A number of changes were warranted to SDL's XAudio2 backend in order to
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get it compiling for WinRT.
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When compiling for WinRT, XAudio2.h requires that it be compiled in a C++
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file, and not a straight C file. Trying to compile it as C leads to lots
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of errors, at least with MSVC 2012 and Windows SDK 8.0, as of Nov 22, 2012.
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To address this specific issue, a few changes were made to SDL_xaudio2.c:
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1. SDL_xaudio2.c is compiled as a C++ file in WinRT builds. Exported
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symbols, namely XAUDIO2_bootstrap, uses 'extern "C"' to make sure the
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rest of SDL can access it. Non-WinRT builds continue to compile
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SDL_xaudio2.c as a C file.
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2. A macro redefines variables named 'this' to '_this', to prevent compiler
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errors (C2355 in Visual C++) related to 'this' being a reserverd keyword.
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This hack may need to be altered in the future, particularly if C++'s
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'this' keyword needs to be used (within SDL_xaudio2.c). At the time
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WinRT support was initially added to SDL's XAudio2 backend, this
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capability was not needed.
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3. The C-style macros to invoke XAudio2's COM-based methods were
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rewritten to be C++-friendly. These are provided in the file,
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SDL_xaudio2_winrthelpers.h.
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4. IXAudio2::CreateSourceVoice, when used in C++, requires its callbacks to
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be specified via a C++ class. SDL's XAudio2 backend was written with
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C-style callbacks. A class to bridge these two interfaces,
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SDL_XAudio2VoiceCallback, was written to make XAudio2 happy. Its methods
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just call SDL's existing, C-style callbacks.
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5. Multiple checks for the __cplusplus macro were made, in appropriate
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places.
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A few additional changes to SDL's XAudio2 backend were warranted by API
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A few changes to SDL's XAudio2 backend were warranted by API
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changes to Windows. Many, but not all of these are documented by Microsoft
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at:
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http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx
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@ -108,14 +78,29 @@ extern "C" {
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#ifdef SDL_XAUDIO2_HAS_SDK
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/* Check to see if we're compiling for XAudio 2.8, or higher. */
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#ifdef WINVER
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#if WINVER >= 0x0602 /* Windows 8 SDK or higher? */
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#define SDL_XAUDIO2_2_8 1
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#endif
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#endif
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/* The XAudio header file, when #include'd on WinRT, will only compile in C++
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files, but not C. A few preprocessor-based hacks are defined below in order
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to get xaudio2.h to compile in the C/non-C++ file, SDL_xaudio2.c.
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*/
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#ifdef __WINRT__
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#define uuid(x)
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#define DX_BUILD
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#endif
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#define INITGUID 1
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#include <xaudio2.h>
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/* Hidden "this" pointer for the audio functions */
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#define _THIS SDL_AudioDevice *this
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#ifdef __cplusplus
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#define this _this
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#ifdef __WINRT__
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#include "SDL_xaudio2_winrthelpers.h"
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#endif
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@ -273,10 +258,18 @@ XAUDIO2_WaitDone(_THIS)
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XAUDIO2_VOICE_STATE state;
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SDL_assert(!this->enabled); /* flag that stops playing. */
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IXAudio2SourceVoice_Discontinuity(source);
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#if SDL_XAUDIO2_2_8
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IXAudio2SourceVoice_GetState(source, &state, 0);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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while (state.BuffersQueued > 0) {
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SDL_SemWait(this->hidden->semaphore);
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#if SDL_XAUDIO2_2_8
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IXAudio2SourceVoice_GetState(source, &state, 0);
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#else
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IXAudio2SourceVoice_GetState(source, &state);
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#endif
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}
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}
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@ -447,9 +440,15 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
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stereo output to appropriate surround sound configurations
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instead of clamping to 2 channels, even though we'll configure the
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Source Voice for whatever number of channels you supply. */
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#if SDL_XAUDIO2_2_8
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result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
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XAUDIO2_DEFAULT_CHANNELS,
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this->spec.freq, 0, devId, NULL, AudioCategory_GameEffects);
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#else
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result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
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XAUDIO2_DEFAULT_CHANNELS,
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this->spec.freq, 0, devId, NULL);
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#endif
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if (result != S_OK) {
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XAUDIO2_CloseDevice(this);
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return SDL_SetError("XAudio2: Couldn't create mastering voice");
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@ -8,7 +8,7 @@ using Windows::Devices::Enumeration::DeviceInformation;
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using Windows::Devices::Enumeration::DeviceInformationCollection;
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#endif
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HRESULT IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
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extern "C" HRESULT __cdecl IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// There doesn't seem to be any audio device enumeration on Windows Phone.
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#endif
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}
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HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
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extern "C" HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// Windows Phone doesn't seem to have the same device enumeration APIs that
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@ -14,14 +14,24 @@ typedef struct XAUDIO2_DEVICE_DETAILS
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*/
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} XAUDIO2_DEVICE_DETAILS;
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT IXAudio2_GetDeviceCount(IXAudio2 * unused, UINT32 * devcount);
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HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details);
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#ifdef __cplusplus
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}
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#endif
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//
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// C-style macros to call XAudio2's methods in C++:
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//
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#ifdef __cplusplus
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/*
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#define IXAudio2_CreateMasteringVoice(A, B, C, D, E, F, G) (A)->CreateMasteringVoice((B), (C), (D), (E), (F), (G))
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#define IXAudio2_CreateSourceVoice(A, B, C, D, E, F, G, H) (A)->CreateSourceVoice((B), (C), (D), (E), (F), (G), (H))
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#define IXAudio2_QueryInterface(A, B, C) (A)->QueryInterface((B), (C))
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#define IXAudio2SourceVoice_Start(A, B, C) (A)->Start((B), (C))
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#define IXAudio2SourceVoice_Stop(A, B, C) (A)->Stop((B), (C))
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#define IXAudio2SourceVoice_SubmitSourceBuffer(A, B, C) (A)->SubmitSourceBuffer((B), (C))
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*/
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#endif // ifdef __cplusplus
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