/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* 3DGrouping implementation */
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#include "sles_allinclusive.h"
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static SLresult I3DGrouping_Set3DGroup(SL3DGroupingItf self, SLObjectItf group)
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{
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SL_ENTER_INTERFACE
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// validate input parameters
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C3DGroup *newGroup = (C3DGroup *) group;
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result = SL_RESULT_SUCCESS;
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if (NULL != newGroup) {
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// check that new group has the correct object ID and is realized, and acquire a strong
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// reference to it. FYI note that a deadlock will occur if application incorrectly
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// specifies group as this audio player
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result = AcquireStrongRef(&newGroup->mObject, SL_OBJECTID_3DGROUP);
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// the new group is left unlocked, but it will be locked again below
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}
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if (SL_RESULT_SUCCESS == result) {
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I3DGrouping *thiz = (I3DGrouping *) self;
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IObject *thisObject = InterfaceToIObject(thiz);
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unsigned id = thisObject->mInstanceID;
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assert(0 != id); // player object must be published by this point
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--id;
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assert(MAX_INSTANCE > id);
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unsigned mask = 1 << id;
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interface_lock_exclusive(thiz);
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C3DGroup *oldGroup = thiz->mGroup;
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if (newGroup != oldGroup) {
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// remove this object from the old group's set of objects
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if (NULL != oldGroup) {
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IObject *oldGroupObject = &oldGroup->mObject;
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// note that we already have a strong reference to the old group
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object_lock_exclusive(oldGroupObject);
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assert(oldGroup->mMemberMask & mask);
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oldGroup->mMemberMask &= ~mask;
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ReleaseStrongRefAndUnlockExclusive(oldGroupObject);
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}
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// add this object to the new group's set of objects
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if (NULL != newGroup) {
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IObject *newGroupObject = &newGroup->mObject;
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// we already have a strong reference to the new group, but we need to re-lock it
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// so that we always lock objects in the same nesting order to prevent a deadlock
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object_lock_exclusive(newGroupObject);
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assert(!(newGroup->mMemberMask & mask));
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newGroup->mMemberMask |= mask;
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object_unlock_exclusive(newGroupObject);
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}
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thiz->mGroup = newGroup;
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}
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interface_unlock_exclusive(thiz);
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}
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SL_LEAVE_INTERFACE
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}
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static SLresult I3DGrouping_Get3DGroup(SL3DGroupingItf self, SLObjectItf *pGroup)
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{
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SL_ENTER_INTERFACE
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if (NULL == pGroup) {
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result = SL_RESULT_PARAMETER_INVALID;
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} else {
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I3DGrouping *thiz = (I3DGrouping *) self;
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interface_lock_shared(thiz);
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C3DGroup *group = thiz->mGroup;
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*pGroup = (NULL != group) ? &group->mObject.mItf : NULL;
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interface_unlock_shared(thiz);
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result = SL_RESULT_SUCCESS;
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}
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SL_LEAVE_INTERFACE
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}
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static const struct SL3DGroupingItf_ I3DGrouping_Itf = {
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I3DGrouping_Set3DGroup,
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I3DGrouping_Get3DGroup
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};
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void I3DGrouping_init(void *self)
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{
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I3DGrouping *thiz = (I3DGrouping *) self;
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thiz->mItf = &I3DGrouping_Itf;
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thiz->mGroup = NULL;
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}
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void I3DGrouping_deinit(void *self)
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{
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I3DGrouping *thiz = (I3DGrouping *) self;
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C3DGroup *group = thiz->mGroup;
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if (NULL != group) {
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unsigned mask = 1 << (InterfaceToIObject(thiz)->mInstanceID - 1);
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IObject *groupObject = &group->mObject;
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object_lock_exclusive(groupObject);
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assert(group->mMemberMask & mask);
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group->mMemberMask &= ~mask;
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ReleaseStrongRefAndUnlockExclusive(groupObject);
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}
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}
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