Added SDL 1c0f6952e65e.

This commit is contained in:
rude
2015-03-15 15:47:43 +01:00
parent 4d04ac181e
commit 6a2aff6450
1109 changed files with 160136 additions and 33995 deletions
+27
View File
@@ -33,6 +33,26 @@ typedef struct SDL_AudioDevice SDL_AudioDevice;
/* Used by audio targets during DetectDevices() */
typedef void (*SDL_AddAudioDevice)(const char *name);
/* This is the size of a packet when using SDL_QueueAudio(). We allocate
these as necessary and pool them, under the assumption that we'll
eventually end up with a handful that keep recycling, meeting whatever
the app needs. We keep packing data tightly as more arrives to avoid
wasting space, and if we get a giant block of data, we'll split them
into multiple packets behind the scenes. My expectation is that most
apps will have 2-3 of these in the pool. 8k should cover most needs, but
if this is crippling for some embedded system, we can #ifdef this.
The system preallocates enough packets for 2 callbacks' worth of data. */
#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
/* Used by apps that queue audio instead of using the callback. */
typedef struct SDL_AudioBufferQueue
{
Uint8 data[SDL_AUDIOBUFFERQUEUE_PACKETLEN]; /* packet data. */
Uint32 datalen; /* bytes currently in use in this packet. */
Uint32 startpos; /* bytes currently consumed in this packet. */
struct SDL_AudioBufferQueue *next; /* next item in linked list. */
} SDL_AudioBufferQueue;
typedef struct SDL_AudioDriverImpl
{
void (*DetectDevices) (int iscapture, SDL_AddAudioDevice addfn);
@@ -40,6 +60,7 @@ typedef struct SDL_AudioDriverImpl
void (*ThreadInit) (_THIS); /* Called by audio thread at start */
void (*WaitDevice) (_THIS);
void (*PlayDevice) (_THIS);
int (*GetPendingBytes) (_THIS);
Uint8 *(*GetDeviceBuf) (_THIS);
void (*WaitDone) (_THIS);
void (*CloseDevice) (_THIS);
@@ -119,6 +140,12 @@ struct SDL_AudioDevice
SDL_Thread *thread;
SDL_threadID threadid;
/* Queued buffers (if app not using callback). */
SDL_AudioBufferQueue *buffer_queue_head; /* device fed from here. */
SDL_AudioBufferQueue *buffer_queue_tail; /* queue fills to here. */
SDL_AudioBufferQueue *buffer_queue_pool; /* these are unused packets. */
Uint32 queued_bytes; /* number of bytes of audio data in the queue. */
/* * * */
/* Data private to this driver */
struct SDL_PrivateAudioData *hidden;