#ifndef _AL_AUXEFFECTSLOT_H_ #define _AL_AUXEFFECTSLOT_H_ #include "alMain.h" #include "alEffect.h" #include "align.h" #ifdef __cplusplus extern "C" { #endif struct ALeffectStateVtable; struct ALeffectslot; typedef struct ALeffectState { const struct ALeffectStateVtable *vtbl; } ALeffectState; struct ALeffectStateVtable { void (*const Destruct)(ALeffectState *state); ALboolean (*const deviceUpdate)(ALeffectState *state, ALCdevice *device); void (*const update)(ALeffectState *state, const ALCdevice *device, const struct ALeffectslot *slot); void (*const process)(ALeffectState *state, ALuint samplesToDo, const ALfloat (*restrict samplesIn)[BUFFERSIZE], ALfloat (*restrict samplesOut)[BUFFERSIZE], ALuint numChannels); void (*const Delete)(void *ptr); }; #define DEFINE_ALEFFECTSTATE_VTABLE(T) \ DECLARE_THUNK(T, ALeffectState, void, Destruct) \ DECLARE_THUNK1(T, ALeffectState, ALboolean, deviceUpdate, ALCdevice*) \ DECLARE_THUNK2(T, ALeffectState, void, update, const ALCdevice*, const ALeffectslot*) \ DECLARE_THUNK4(T, ALeffectState, void, process, ALuint, const ALfloatBUFFERSIZE*restrict, ALfloatBUFFERSIZE*restrict, ALuint) \ static void T##_ALeffectState_Delete(void *ptr) \ { return T##_Delete(STATIC_UPCAST(T, ALeffectState, (ALeffectState*)ptr)); } \ \ static const struct ALeffectStateVtable T##_ALeffectState_vtable = { \ T##_ALeffectState_Destruct, \ \ T##_ALeffectState_deviceUpdate, \ T##_ALeffectState_update, \ T##_ALeffectState_process, \ \ T##_ALeffectState_Delete, \ } struct ALeffectStateFactoryVtable; typedef struct ALeffectStateFactory { const struct ALeffectStateFactoryVtable *vtbl; } ALeffectStateFactory; struct ALeffectStateFactoryVtable { ALeffectState *(*const create)(ALeffectStateFactory *factory); }; #define DEFINE_ALEFFECTSTATEFACTORY_VTABLE(T) \ DECLARE_THUNK(T, ALeffectStateFactory, ALeffectState*, create) \ \ static const struct ALeffectStateFactoryVtable T##_ALeffectStateFactory_vtable = { \ T##_ALeffectStateFactory_create, \ } typedef struct ALeffectslot { ALenum EffectType; ALeffectProps EffectProps; volatile ALfloat Gain; volatile ALboolean AuxSendAuto; ATOMIC(ALenum) NeedsUpdate; ALeffectState *EffectState; alignas(16) ALfloat WetBuffer[1][BUFFERSIZE]; RefCount ref; /* Self ID */ ALuint id; } ALeffectslot; inline struct ALeffectslot *LookupEffectSlot(ALCcontext *context, ALuint id) { return (struct ALeffectslot*)LookupUIntMapKey(&context->EffectSlotMap, id); } inline struct ALeffectslot *RemoveEffectSlot(ALCcontext *context, ALuint id) { return (struct ALeffectslot*)RemoveUIntMapKey(&context->EffectSlotMap, id); } ALenum InitEffectSlot(ALeffectslot *slot); ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context); ALeffectStateFactory *ALnullStateFactory_getFactory(void); ALeffectStateFactory *ALreverbStateFactory_getFactory(void); ALeffectStateFactory *ALautowahStateFactory_getFactory(void); ALeffectStateFactory *ALchorusStateFactory_getFactory(void); ALeffectStateFactory *ALcompressorStateFactory_getFactory(void); ALeffectStateFactory *ALdistortionStateFactory_getFactory(void); ALeffectStateFactory *ALechoStateFactory_getFactory(void); ALeffectStateFactory *ALequalizerStateFactory_getFactory(void); ALeffectStateFactory *ALflangerStateFactory_getFactory(void); ALeffectStateFactory *ALmodulatorStateFactory_getFactory(void); ALeffectStateFactory *ALdedicatedStateFactory_getFactory(void); ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *effect); void InitEffectFactoryMap(void); void DeinitEffectFactoryMap(void); #ifdef __cplusplus } #endif #endif