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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16
17 /* 3DGrouping implementation */
18
19 #include "sles_allinclusive.h"
20
21
22 static SLresult I3DGrouping_Set3DGroup(SL3DGroupingItf self, SLObjectItf group)
23 {
24     SL_ENTER_INTERFACE
25
26     // validate input parameters
27     C3DGroup *newGroup = (C3DGroup *) group;
28     result = SL_RESULT_SUCCESS;
29     if (NULL != newGroup) {
30         // check that new group has the correct object ID and is realized, and acquire a strong
31         // reference to it. FYI note that a deadlock will occur if application incorrectly
32         // specifies group as this audio player
33         result = AcquireStrongRef(&newGroup->mObject, SL_OBJECTID_3DGROUP);
34         // the new group is left unlocked, but it will be locked again below
35     }
36     if (SL_RESULT_SUCCESS == result) {
37         I3DGrouping *this = (I3DGrouping *) self;
38         IObject *thisObject = InterfaceToIObject(this);
39         unsigned id = thisObject->mInstanceID;
40         assert(0 != id);        // player object must be published by this point
41         --id;
42         assert(MAX_INSTANCE > id);
43         unsigned mask = 1 << id;
44         interface_lock_exclusive(this);
45         C3DGroup *oldGroup = this->mGroup;
46         if (newGroup != oldGroup) {
47             // remove this object from the old group's set of objects
48             if (NULL != oldGroup) {
49                 IObject *oldGroupObject = &oldGroup->mObject;
50                 // note that we already have a strong reference to the old group
51                 object_lock_exclusive(oldGroupObject);
52                 assert(oldGroup->mMemberMask & mask);
53                 oldGroup->mMemberMask &= ~mask;
54                 ReleaseStrongRefAndUnlockExclusive(oldGroupObject);
55             }
56             // add this object to the new group's set of objects
57             if (NULL != newGroup) {
58                 IObject *newGroupObject = &newGroup->mObject;
59                 // we already have a strong reference to the new group, but we need to re-lock it
60                 // so that we always lock objects in the same nesting order to prevent a deadlock
61                 object_lock_exclusive(newGroupObject);
62                 assert(!(newGroup->mMemberMask & mask));
63                 newGroup->mMemberMask |= mask;
64                 object_unlock_exclusive(newGroupObject);
65             }
66             this->mGroup = newGroup;
67         }
68         interface_unlock_exclusive(this);
69     }
70
71     SL_LEAVE_INTERFACE
72 }
73
74
75 static SLresult I3DGrouping_Get3DGroup(SL3DGroupingItf self, SLObjectItf *pGroup)
76 {
77     SL_ENTER_INTERFACE
78
79     if (NULL == pGroup) {
80         result = SL_RESULT_PARAMETER_INVALID;
81     } else {
82         I3DGrouping *this = (I3DGrouping *) self;
83         interface_lock_shared(this);
84         C3DGroup *group = this->mGroup;
85         *pGroup = (NULL != group) ? &group->mObject.mItf : NULL;
86         interface_unlock_shared(this);
87         result = SL_RESULT_SUCCESS;
88     }
89
90     SL_LEAVE_INTERFACE
91 }
92
93
94 static const struct SL3DGroupingItf_ I3DGrouping_Itf = {
95     I3DGrouping_Set3DGroup,
96     I3DGrouping_Get3DGroup
97 };
98
99 void I3DGrouping_init(void *self)
100 {
101     I3DGrouping *this = (I3DGrouping *) self;
102     this->mItf = &I3DGrouping_Itf;
103     this->mGroup = NULL;
104 }
105
106 void I3DGrouping_deinit(void *self)
107 {
108     I3DGrouping *this = (I3DGrouping *) self;
109     C3DGroup *group = this->mGroup;
110     if (NULL != group) {
111         unsigned mask = 1 << (InterfaceToIObject(this)->mInstanceID - 1);
112         IObject *groupObject = &group->mObject;
113         object_lock_exclusive(groupObject);
114         assert(group->mMemberMask & mask);
115         group->mMemberMask &= ~mask;
116         ReleaseStrongRefAndUnlockExclusive(groupObject);
117     }
118 }