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