Commit 70fe39e4 authored by Robert Reif's avatar Robert Reif Committed by Alexandre Julliard

Remove dead code and redundant variables from DSOUND_CalcPlayPosition

and callers.
parent 86f63cfe
......@@ -394,27 +394,15 @@ static ULONG WINAPI IDirectSoundBufferImpl_Release(LPDIRECTSOUNDBUFFER8 iface)
return ref;
}
DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This,
DWORD state, DWORD pplay, DWORD pwrite, DWORD pmix, DWORD bmix)
DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This, DWORD pplay, DWORD pwrite)
{
DWORD bplay;
TRACE("primary playpos=%ld, mixpos=%ld\n", pplay, pmix);
TRACE("this mixpos=%ld, time=%ld\n", bmix, GetTickCount());
DWORD bplay = This->buf_mixpos;
DWORD pmix = This->primary_mixpos;
TRACE("(%p, pplay=%lu, pwrite=%lu)\n", This, pplay, pwrite);
/* the actual primary play position (pplay) is always behind last mixed (pmix),
* unless the computer is too slow or something */
/* we need to know how far away we are from there */
#if 0 /* we'll never fill the primary entirely */
if (pmix == pplay) {
if ((state == STATE_PLAYING) || (state == STATE_STOPPING)) {
/* wow, the software mixer is really doing well,
* seems the entire primary buffer is filled! */
pmix += This->dsound->buflen;
}
/* else: the primary buffer is not playing, so probably empty */
}
#endif
if (pmix < pplay) pmix += This->dsound->buflen; /* wraparound */
pmix -= pplay;
/* detect buffer underrun */
......@@ -433,10 +421,9 @@ DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This,
pmix *= This->pwfx->nBlockAlign;
TRACE("this back-offset=%ld\n", pmix);
/* subtract from our last mixed position */
bplay = bmix;
while (bplay < pmix) bplay += This->buflen; /* wraparound */
bplay -= pmix;
if (This->leadin && ((bplay < This->startpos) || (bplay > bmix))) {
if (This->leadin && ((bplay < This->startpos) || (bplay > This->buf_mixpos))) {
/* seems we haven't started playing yet */
TRACE("this still in lead-in phase\n");
bplay = This->startpos;
......@@ -462,28 +449,17 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
/* we haven't been merged into the primary buffer (yet) */
*playpos = This->buf_mixpos;
} else if (playpos) {
DWORD pplay, pwrite, lplay, splay, pstate;
DWORD pplay, pwrite;
/* let's get this exact; first, recursively call GetPosition on the primary */
EnterCriticalSection(&(This->dsound->mixlock));
if (DSOUND_PrimaryGetPosition(This->dsound, &pplay, &pwrite) != DS_OK)
WARN("DSOUND_PrimaryGetPosition failed\n");
/* detect HEL mode underrun */
pstate = This->dsound->state;
if (!(This->dsound->hwbuf || This->dsound->pwqueue)) {
if (!(This->dsound->hwbuf || This->dsound->pwqueue))
TRACE("detected an underrun\n");
/* pplay = ? */
if (pstate == STATE_PLAYING)
pstate = STATE_STARTING;
else if (pstate == STATE_STOPPING)
pstate = STATE_STOPPED;
}
/* get data for ourselves while we still have the lock */
pstate &= This->state;
lplay = This->primary_mixpos;
splay = This->buf_mixpos;
if ((This->dsbd.dwFlags & DSBCAPS_GETCURRENTPOSITION2) || This->dsound->hwbuf) {
/* calculate play position using this */
*playpos = DSOUND_CalcPlayPosition(This, pstate, pplay, pwrite, lplay, splay);
*playpos = DSOUND_CalcPlayPosition(This, pplay, pwrite);
} else {
/* (unless the app isn't using GETCURRENTPOSITION2) */
/* don't know exactly how this should be handled...
......@@ -493,7 +469,7 @@ static HRESULT WINAPI IDirectSoundBufferImpl_GetCurrentPosition(
DWORD wp;
wp = (This->dsound->pwplay + ds_hel_margin) * This->dsound->fraglen;
wp %= This->dsound->buflen;
*playpos = DSOUND_CalcPlayPosition(This, pstate, wp, pwrite, lplay, splay);
*playpos = DSOUND_CalcPlayPosition(This, wp, pwrite);
}
LeaveCriticalSection(&(This->dsound->mixlock));
}
......
......@@ -469,8 +469,7 @@ HRESULT DSOUND_PrimaryGetPosition(IDirectSoundImpl *This, LPDWORD playpos, LPDWO
/* buffer.c */
DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This,
DWORD state, DWORD pplay, DWORD pwrite, DWORD pmix, DWORD bmix);
DWORD DSOUND_CalcPlayPosition(IDirectSoundBufferImpl *This, DWORD pplay, DWORD pwrite);
/* mixer.c */
......
......@@ -657,13 +657,8 @@ void DSOUND_ForceRemix(IDirectSoundBufferImpl *dsb)
{
TRACE("(%p)\n",dsb);
EnterCriticalSection(&dsb->lock);
if (dsb->state == STATE_PLAYING) {
#if 0 /* this may not be quite reliable yet */
dsb->need_remix = TRUE;
#else
if (dsb->state == STATE_PLAYING)
dsb->dsound->need_remix = TRUE;
#endif
}
LeaveCriticalSection(&dsb->lock);
}
......@@ -671,8 +666,7 @@ static DWORD DSOUND_MixOne(IDirectSoundBufferImpl *dsb, DWORD playpos, DWORD wri
{
DWORD len, slen;
/* determine this buffer's write position */
DWORD buf_writepos = DSOUND_CalcPlayPosition(dsb, dsb->state & dsb->dsound->state, writepos,
writepos, dsb->primary_mixpos, dsb->buf_mixpos);
DWORD buf_writepos = DSOUND_CalcPlayPosition(dsb, writepos, writepos);
/* determine how much already-mixed data exists */
DWORD buf_done =
((dsb->buf_mixpos < buf_writepos) ? dsb->buflen : 0) +
......@@ -805,6 +799,7 @@ post_mix:
dsb->last_playpos = 0;
dsb->buf_mixpos = 0;
dsb->leadin = FALSE;
dsb->need_remix = FALSE;
DSOUND_CheckEvent(dsb, buf_left);
}
......
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