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
David Ludwig 2013-09-06 19:07:15 -04:00
parent ac6e5a69ce
commit fff780818d
5 changed files with 49 additions and 50 deletions

View File

@ -261,12 +261,7 @@
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompileAsCpp</CompileAs>
</ClCompile>
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>

View File

@ -37,14 +37,7 @@
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">CompileAsCpp</CompileAs>
<CompileAs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">CompileAsCpp</CompileAs>
</ClCompile>
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>

View File

@ -21,37 +21,7 @@
/* WinRT NOTICE:
A number of changes were warranted to SDL's XAudio2 backend in order to
get it compiling for WinRT.
When compiling for WinRT, XAudio2.h requires that it be compiled in a C++
file, and not a straight C file. Trying to compile it as C leads to lots
of errors, at least with MSVC 2012 and Windows SDK 8.0, as of Nov 22, 2012.
To address this specific issue, a few changes were made to SDL_xaudio2.c:
1. SDL_xaudio2.c is compiled as a C++ file in WinRT builds. Exported
symbols, namely XAUDIO2_bootstrap, uses 'extern "C"' to make sure the
rest of SDL can access it. Non-WinRT builds continue to compile
SDL_xaudio2.c as a C file.
2. A macro redefines variables named 'this' to '_this', to prevent compiler
errors (C2355 in Visual C++) related to 'this' being a reserverd keyword.
This hack may need to be altered in the future, particularly if C++'s
'this' keyword needs to be used (within SDL_xaudio2.c). At the time
WinRT support was initially added to SDL's XAudio2 backend, this
capability was not needed.
3. The C-style macros to invoke XAudio2's COM-based methods were
rewritten to be C++-friendly. These are provided in the file,
SDL_xaudio2_winrthelpers.h.
4. IXAudio2::CreateSourceVoice, when used in C++, requires its callbacks to
be specified via a C++ class. SDL's XAudio2 backend was written with
C-style callbacks. A class to bridge these two interfaces,
SDL_XAudio2VoiceCallback, was written to make XAudio2 happy. Its methods
just call SDL's existing, C-style callbacks.
5. Multiple checks for the __cplusplus macro were made, in appropriate
places.
A few additional changes to SDL's XAudio2 backend were warranted by API
A few changes to SDL's XAudio2 backend were warranted by API
changes to Windows. Many, but not all of these are documented by Microsoft
at:
http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx
@ -108,14 +78,29 @@ extern "C" {
#ifdef SDL_XAUDIO2_HAS_SDK
/* Check to see if we're compiling for XAudio 2.8, or higher. */
#ifdef WINVER
#if WINVER >= 0x0602 /* Windows 8 SDK or higher? */
#define SDL_XAUDIO2_2_8 1
#endif
#endif
/* The XAudio header file, when #include'd on WinRT, will only compile in C++
files, but not C. A few preprocessor-based hacks are defined below in order
to get xaudio2.h to compile in the C/non-C++ file, SDL_xaudio2.c.
*/
#ifdef __WINRT__
#define uuid(x)
#define DX_BUILD
#endif
#define INITGUID 1
#include <xaudio2.h>
/* Hidden "this" pointer for the audio functions */
#define _THIS SDL_AudioDevice *this
#ifdef __cplusplus
#define this _this
#ifdef __WINRT__
#include "SDL_xaudio2_winrthelpers.h"
#endif
@ -273,10 +258,18 @@ XAUDIO2_WaitDone(_THIS)
XAUDIO2_VOICE_STATE state;
SDL_assert(!this->enabled); /* flag that stops playing. */
IXAudio2SourceVoice_Discontinuity(source);
#if SDL_XAUDIO2_2_8
IXAudio2SourceVoice_GetState(source, &state, 0);
#else
IXAudio2SourceVoice_GetState(source, &state);
#endif
while (state.BuffersQueued > 0) {
SDL_SemWait(this->hidden->semaphore);
#if SDL_XAUDIO2_2_8
IXAudio2SourceVoice_GetState(source, &state, 0);
#else
IXAudio2SourceVoice_GetState(source, &state);
#endif
}
}
@ -447,9 +440,15 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
stereo output to appropriate surround sound configurations
instead of clamping to 2 channels, even though we'll configure the
Source Voice for whatever number of channels you supply. */
#if SDL_XAUDIO2_2_8
result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
XAUDIO2_DEFAULT_CHANNELS,
this->spec.freq, 0, devId, NULL, AudioCategory_GameEffects);
#else
result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
XAUDIO2_DEFAULT_CHANNELS,
this->spec.freq, 0, devId, NULL);
#endif
if (result != S_OK) {
XAUDIO2_CloseDevice(this);
return SDL_SetError("XAudio2: Couldn't create mastering voice");

View File

@ -8,7 +8,7 @@ using Windows::Devices::Enumeration::DeviceInformation;
using Windows::Devices::Enumeration::DeviceInformationCollection;
#endif
HRESULT IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
extern "C" HRESULT __cdecl IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// There doesn't seem to be any audio device enumeration on Windows Phone.
@ -29,7 +29,7 @@ HRESULT IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
#endif
}
HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
extern "C" HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// Windows Phone doesn't seem to have the same device enumeration APIs that

View File

@ -14,14 +14,24 @@ typedef struct XAUDIO2_DEVICE_DETAILS
*/
} XAUDIO2_DEVICE_DETAILS;
#ifdef __cplusplus
extern "C" {
#endif
HRESULT IXAudio2_GetDeviceCount(IXAudio2 * unused, UINT32 * devcount);
HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details);
#ifdef __cplusplus
}
#endif
//
// C-style macros to call XAudio2's methods in C++:
//
#ifdef __cplusplus
/*
#define IXAudio2_CreateMasteringVoice(A, B, C, D, E, F, G) (A)->CreateMasteringVoice((B), (C), (D), (E), (F), (G))
#define IXAudio2_CreateSourceVoice(A, B, C, D, E, F, G, H) (A)->CreateSourceVoice((B), (C), (D), (E), (F), (G), (H))
#define IXAudio2_QueryInterface(A, B, C) (A)->QueryInterface((B), (C))
@ -38,3 +48,5 @@ HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVIC
#define IXAudio2SourceVoice_Start(A, B, C) (A)->Start((B), (C))
#define IXAudio2SourceVoice_Stop(A, B, C) (A)->Stop((B), (C))
#define IXAudio2SourceVoice_SubmitSourceBuffer(A, B, C) (A)->SubmitSourceBuffer((B), (C))
*/
#endif // ifdef __cplusplus