Squashed 'external/sdl/SDL/' content from commit b8d91252c
git-subtree-dir: external/sdl/SDL git-subtree-split: b8d91252c6488cf9c645aba447b56bb9dbd9609a
This commit is contained in:
197
src/audio/psp/SDL_pspaudio.c
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197
src/audio/psp/SDL_pspaudio.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_AUDIO_DRIVER_PSP
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "../SDL_audio_c.h"
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#include "../SDL_audiodev_c.h"
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#include "../SDL_sysaudio.h"
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#include "SDL_pspaudio.h"
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#include <pspaudio.h>
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#include <pspthreadman.h>
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/* The tag name used by PSP audio */
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#define PSPAUDIO_DRIVER_NAME "psp"
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static inline SDL_bool isBasicAudioConfig(const SDL_AudioSpec *spec)
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{
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return spec->freq == 44100;
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}
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static int PSPAUDIO_OpenDevice(SDL_AudioDevice *_this, const char *devname)
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{
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int format, mixlen, i;
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_this->hidden = (struct SDL_PrivateAudioData *)
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SDL_malloc(sizeof(*_this->hidden));
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if (_this->hidden == NULL) {
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return SDL_OutOfMemory();
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}
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SDL_zerop(_this->hidden);
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/* device only natively supports S16LSB */
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_this->spec.format = SDL_AUDIO_S16LSB;
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/* PSP has some limitations with the Audio. It fully supports 44.1KHz (Mono & Stereo),
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however with frequencies different than 44.1KHz, it just supports Stereo,
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so a resampler must be done for these scenarios */
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if (isBasicAudioConfig(&_this->spec)) {
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/* The sample count must be a multiple of 64. */
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_this->spec.samples = PSP_AUDIO_SAMPLE_ALIGN(_this->spec.samples);
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/* The number of channels (1 or 2). */
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_this->spec.channels = _this->spec.channels == 1 ? 1 : 2;
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format = _this->spec.channels == 1 ? PSP_AUDIO_FORMAT_MONO : PSP_AUDIO_FORMAT_STEREO;
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_this->hidden->channel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, _this->spec.samples, format);
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} else {
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/* 48000, 44100, 32000, 24000, 22050, 16000, 12000, 11050, 8000 */
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switch (_this->spec.freq) {
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case 8000:
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case 11025:
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case 12000:
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case 16000:
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case 22050:
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case 24000:
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case 32000:
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case 44100:
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case 48000:
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_this->spec.freq = _this->spec.freq;
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break;
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default:
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_this->spec.freq = 48000;
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break;
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}
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/* The number of samples to output in one output call (min 17, max 4111). */
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_this->spec.samples = _this->spec.samples < 17 ? 17 : (_this->spec.samples > 4111 ? 4111 : _this->spec.samples);
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_this->spec.channels = 2; /* we're forcing the hardware to stereo. */
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_this->hidden->channel = sceAudioSRCChReserve(_this->spec.samples, _this->spec.freq, 2);
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}
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if (_this->hidden->channel < 0) {
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SDL_aligned_free(_this->hidden->rawbuf);
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_this->hidden->rawbuf = NULL;
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return SDL_SetError("Couldn't reserve hardware channel");
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}
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/* Update the fragment size as size in bytes. */
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SDL_CalculateAudioSpec(&_this->spec);
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/* Allocate the mixing buffer. Its size and starting address must
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be a multiple of 64 bytes. Our sample count is already a multiple of
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64, so spec->size should be a multiple of 64 as well. */
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mixlen = _this->spec.size * NUM_BUFFERS;
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_this->hidden->rawbuf = (Uint8 *)SDL_aligned_alloc(64, mixlen);
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if (_this->hidden->rawbuf == NULL) {
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return SDL_SetError("Couldn't allocate mixing buffer");
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}
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SDL_memset(_this->hidden->rawbuf, 0, mixlen);
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for (i = 0; i < NUM_BUFFERS; i++) {
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_this->hidden->mixbufs[i] = &_this->hidden->rawbuf[i * _this->spec.size];
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}
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_this->hidden->next_buffer = 0;
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return 0;
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}
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static void PSPAUDIO_PlayDevice(SDL_AudioDevice *_this)
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{
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Uint8 *mixbuf = _this->hidden->mixbufs[_this->hidden->next_buffer];
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if (!isBasicAudioConfig(&_this->spec)) {
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SDL_assert(_this->spec.channels == 2);
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sceAudioSRCOutputBlocking(PSP_AUDIO_VOLUME_MAX, mixbuf);
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} else {
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sceAudioOutputPannedBlocking(_this->hidden->channel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, mixbuf);
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}
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_this->hidden->next_buffer = (_this->hidden->next_buffer + 1) % NUM_BUFFERS;
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}
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/* This function waits until it is possible to write a full sound buffer */
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static void PSPAUDIO_WaitDevice(SDL_AudioDevice *_this)
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{
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/* Because we block when sending audio, there's no need for this function to do anything. */
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}
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static Uint8 *PSPAUDIO_GetDeviceBuf(SDL_AudioDevice *_this)
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{
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return _this->hidden->mixbufs[_this->hidden->next_buffer];
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}
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static void PSPAUDIO_CloseDevice(SDL_AudioDevice *_this)
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{
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if (_this->hidden->channel >= 0) {
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if (!isBasicAudioConfig(&_this->spec)) {
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sceAudioSRCChRelease();
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} else {
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sceAudioChRelease(_this->hidden->channel);
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}
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_this->hidden->channel = -1;
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}
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if (_this->hidden->rawbuf != NULL) {
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SDL_aligned_free(_this->hidden->rawbuf);
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_this->hidden->rawbuf = NULL;
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}
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}
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static void PSPAUDIO_ThreadInit(SDL_AudioDevice *_this)
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{
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/* Increase the priority of this audio thread by 1 to put it
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ahead of other SDL threads. */
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SceUID thid;
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SceKernelThreadInfo status;
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thid = sceKernelGetThreadId();
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status.size = sizeof(SceKernelThreadInfo);
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if (sceKernelReferThreadStatus(thid, &status) == 0) {
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sceKernelChangeThreadPriority(thid, status.currentPriority - 1);
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}
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}
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static SDL_bool PSPAUDIO_Init(SDL_AudioDriverImpl *impl)
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{
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/* Set the function pointers */
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impl->OpenDevice = PSPAUDIO_OpenDevice;
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impl->PlayDevice = PSPAUDIO_PlayDevice;
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impl->WaitDevice = PSPAUDIO_WaitDevice;
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impl->GetDeviceBuf = PSPAUDIO_GetDeviceBuf;
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impl->CloseDevice = PSPAUDIO_CloseDevice;
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impl->ThreadInit = PSPAUDIO_ThreadInit;
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/* PSP audio device */
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impl->OnlyHasDefaultOutputDevice = SDL_TRUE;
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/*
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impl->HasCaptureSupport = SDL_TRUE;
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impl->OnlyHasDefaultCaptureDevice = SDL_TRUE;
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*/
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return SDL_TRUE; /* this audio target is available. */
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}
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AudioBootStrap PSPAUDIO_bootstrap = {
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"psp", "PSP audio driver", PSPAUDIO_Init, SDL_FALSE
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};
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#endif /* SDL_AUDIO_DRIVER_PSP */
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