//==========================================================================; // // THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY // KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR // PURPOSE. // // Copyright (c) 1992 - 1998 Microsoft Corporation. All Rights Reserved. // //--------------------------------------------------------------------------; // // helper classes and functions for building multimedia filters // #ifndef __WXUTIL__ #define __WXUTIL__ // eliminate spurious "statement has no effect" warnings. #pragma warning(disable: 4705) // wrapper for whatever critical section we have class CCritSec { // make copy constructor and assignment operator inaccessible CCritSec(const CCritSec &refCritSec); CCritSec &operator=(const CCritSec &refCritSec); CRITICAL_SECTION m_CritSec; #ifdef DEBUG public: DWORD m_currentOwner; DWORD m_lockCount; BOOL m_fTrace; // Trace this one public: CCritSec(); ~CCritSec(); void Lock(); void Unlock(); #else public: CCritSec() { InitializeCriticalSection(&m_CritSec); }; ~CCritSec() { DeleteCriticalSection(&m_CritSec); }; void Lock() { EnterCriticalSection(&m_CritSec); }; void Unlock() { LeaveCriticalSection(&m_CritSec); }; #endif }; // // To make deadlocks easier to track it is useful to insert in the // code an assertion that says whether we own a critical section or // not. We make the routines that do the checking globals to avoid // having different numbers of member functions in the debug and // retail class implementations of CCritSec. In addition we provide // a routine that allows usage of specific critical sections to be // traced. This is NOT on by default - there are far too many. // #ifdef DEBUG BOOL WINAPI CritCheckIn(CCritSec * pcCrit); BOOL WINAPI CritCheckOut(CCritSec * pcCrit); void WINAPI DbgLockTrace(BOOL fTrace); #else #define CritCheckIn(x) TRUE #define CritCheckOut(x) TRUE #define DbgLockTrace(pc, fT) #endif // locks a critical section, and unlocks it automatically // when the lock goes out of scope class CAutoLock { // make copy constructor and assignment operator inaccessible CAutoLock(const CAutoLock &refAutoLock); CAutoLock &operator=(const CAutoLock &refAutoLock); protected: CCritSec * m_pLock; public: CAutoLock(CCritSec * plock) { m_pLock = plock; m_pLock->Lock(); }; ~CAutoLock() { m_pLock->Unlock(); }; }; // wrapper for event objects class CAMEvent { // make copy constructor and assignment operator inaccessible CAMEvent(const CAMEvent &refEvent); CAMEvent &operator=(const CAMEvent &refEvent); protected: HANDLE m_hEvent; public: CAMEvent(BOOL fManualReset = FALSE); ~CAMEvent(); // Cast to HANDLE - we don't support this as an lvalue operator HANDLE () const { return m_hEvent; }; void Set() {EXECUTE_ASSERT(SetEvent(m_hEvent));}; BOOL Wait(DWORD dwTimeout = INFINITE) { return (WaitForSingleObject(m_hEvent, dwTimeout) == WAIT_OBJECT_0); }; void Reset() { ResetEvent(m_hEvent); }; BOOL Check() { return Wait(0); }; }; // wrapper for event objects that do message processing // This adds ONE method to the CAMEvent object to allow sent // messages to be processed while waiting class CAMMsgEvent : public CAMEvent { public: // Allow SEND messages to be processed while waiting BOOL WaitMsg(DWORD dwTimeout = INFINITE); }; // old name supported for the time being #define CTimeoutEvent CAMEvent // support for a worker thread // simple thread class supports creation of worker thread, synchronization // and communication. Can be derived to simplify parameter passing class AM_NOVTABLE CAMThread { // make copy constructor and assignment operator inaccessible CAMThread(const CAMThread &refThread); CAMThread &operator=(const CAMThread &refThread); CAMEvent m_EventSend; CAMEvent m_EventComplete; DWORD m_dwParam; DWORD m_dwReturnVal; protected: HANDLE m_hThread; // thread will run this function on startup // must be supplied by derived class virtual DWORD ThreadProc() = 0; public: CAMThread(); ~CAMThread(); CCritSec m_AccessLock; // locks access by client threads CCritSec m_WorkerLock; // locks access to shared objects // thread initially runs this. param is actually 'this'. function // just gets this and calls ThreadProc static DWORD WINAPI InitialThreadProc(LPVOID pv); // start thread running - error if already running BOOL Create(); // signal the thread, and block for a response // DWORD CallWorker(DWORD); // accessor thread calls this when done with thread (having told thread // to exit) void Close() { HANDLE hThread = (HANDLE)InterlockedExchangePointer(&m_hThread, 0); if (hThread) { WaitForSingleObject(hThread, INFINITE); CloseHandle(hThread); } }; // ThreadExists // Return TRUE if the thread exists. FALSE otherwise BOOL ThreadExists(void) const { if (m_hThread == 0) { return FALSE; } else { return TRUE; } } // wait for the next request DWORD GetRequest(); // is there a request? BOOL CheckRequest(DWORD * pParam); // reply to the request void Reply(DWORD); // If you want to do WaitForMultipleObjects you'll need to include // this handle in your wait list or you won't be responsive HANDLE GetRequestHandle() const { return m_EventSend; }; // Find out what the request was DWORD GetRequestParam() const { return m_dwParam; }; // call CoInitializeEx (COINIT_DISABLE_OLE1DDE) if // available. S_FALSE means it's not available. static HRESULT CoInitializeHelper(); }; // CQueue // // Implements a simple Queue ADT. The queue contains a finite number of // objects, access to which is controlled by a semaphore. The semaphore // is created with an initial count (N). Each time an object is added // a call to WaitForSingleObject is made on the semaphore's handle. When // this function returns a slot has been reserved in the queue for the new // object. If no slots are available the function blocks until one becomes // available. Each time an object is removed from the queue ReleaseSemaphore // is called on the semaphore's handle, thus freeing a slot in the queue. // If no objects are present in the queue the function blocks until an // object has been added. #define DEFAULT_QUEUESIZE 2 template class CQueue { private: HANDLE hSemPut; // Semaphore controlling queue "putting" HANDLE hSemGet; // Semaphore controlling queue "getting" CRITICAL_SECTION CritSect; // Thread seriallization int nMax; // Max objects allowed in queue int iNextPut; // Array index of next "PutMsg" int iNextGet; // Array index of next "GetMsg" T *QueueObjects; // Array of objects (ptr's to void) void Initialize(int n) { iNextPut = iNextGet = 0; nMax = n; InitializeCriticalSection(&CritSect); hSemPut = CreateSemaphore(NULL, n, n, NULL); hSemGet = CreateSemaphore(NULL, 0, n, NULL); QueueObjects = new T[n]; } public: CQueue(int n) { Initialize(n); } CQueue() { Initialize(DEFAULT_QUEUESIZE); } ~CQueue() { delete [] QueueObjects; DeleteCriticalSection(&CritSect); CloseHandle(hSemPut); CloseHandle(hSemGet); } T GetQueueObject() { int iSlot; T Object; LONG lPrevious; // Wait for someone to put something on our queue, returns straight // away is there is already an object on the queue. // WaitForSingleObject(hSemGet, INFINITE); EnterCriticalSection(&CritSect); iSlot = iNextGet++ % nMax; Object = QueueObjects[iSlot]; LeaveCriticalSection(&CritSect); // Release anyone waiting to put an object onto our queue as there // is now space available in the queue. // ReleaseSemaphore(hSemPut, 1L, &lPrevious); return Object; } void PutQueueObject(T Object) { int iSlot; LONG lPrevious; // Wait for someone to get something from our queue, returns straight // away is there is already an empty slot on the queue. // WaitForSingleObject(hSemPut, INFINITE); EnterCriticalSection(&CritSect); iSlot = iNextPut++ % nMax; QueueObjects[iSlot] = Object; LeaveCriticalSection(&CritSect); // Release anyone waiting to remove an object from our queue as there // is now an object available to be removed. // ReleaseSemaphore(hSemGet, 1L, &lPrevious); } }; // miscellaneous string conversion functions // NOTE: as we need to use the same binaries on Win95 as on NT this code should // be compiled WITHOUT unicode being defined. Otherwise we will not pick up // these internal routines and the binary will not run on Win95. int WINAPIV wsprintfWInternal(LPWSTR, LPCWSTR, ...); LPWSTR WINAPI lstrcpyWInternal( LPWSTR lpString1, LPCWSTR lpString2 ); LPWSTR WINAPI lstrcpynWInternal( LPWSTR lpString1, LPCWSTR lpString2, int iMaxLength ); int WINAPI lstrcmpWInternal( LPCWSTR lpString1, LPCWSTR lpString2 ); int WINAPI lstrcmpiWInternal( LPCWSTR lpString1, LPCWSTR lpString2 ); int WINAPI lstrlenWInternal( LPCWSTR lpString ); #ifndef UNICODE #define wsprintfW wsprintfWInternal #define lstrcpyW lstrcpyWInternal #define lstrcpynW lstrcpynWInternal #define lstrcmpW lstrcmpWInternal #define lstrcmpiW lstrcmpiWInternal #define lstrlenW lstrlenWInternal #endif extern "C" void * __stdcall memmoveInternal(void *, const void *, size_t); inline void * __cdecl memchrInternal(const void *buf, int chr, size_t cnt) { #ifdef _X86_ void *pRet = NULL; _asm { cld // make sure we get the direction right mov ecx, cnt // num of bytes to scan mov edi, buf // pointer byte stream mov eax, chr // byte to scan for repne scasb // look for the byte in the byte stream jnz exit_memchr // Z flag set if byte found dec edi // scasb always increments edi even when it // finds the required byte mov pRet, edi exit_memchr: } return pRet; #else while ( cnt && (*(unsigned char *)buf != (unsigned char)chr) ) { buf = (unsigned char *)buf + 1; cnt--; } return(cnt ? (void *)buf : NULL); #endif } void WINAPI IntToWstr(int i, LPWSTR wstr); #define WstrToInt(sz) atoiW(sz) inline int atoiW(const WCHAR *sz) { int i = 0; while (*sz && *sz >= L'0' && *sz <= L'9') i = i*10 + *sz++ - L'0'; return i; } inline int WINAPI atoiA(const CHAR *sz) { int i = 0; while (*sz && *sz >= '0' && *sz <= '9') i = i*10 + *sz++ - '0'; return i; } #ifdef UNICODE #define atoi atoiW #else #define atoi atoiA #endif // These are available to help managing bitmap VIDEOINFOHEADER media structures extern const DWORD bits555[3]; extern const DWORD bits565[3]; extern const DWORD bits888[3]; // These help convert between VIDEOINFOHEADER and BITMAPINFO structures STDAPI_(const GUID) GetTrueColorType(const BITMAPINFOHEADER *pbmiHeader); STDAPI_(const GUID) GetBitmapSubtype(const BITMAPINFOHEADER *pbmiHeader); STDAPI_(WORD) GetBitCount(const GUID *pSubtype); // strmbase.lib implements this for compatibility with people who // managed to link to this directly. we don't want to advertise it. // // STDAPI_(/* T */ CHAR *) GetSubtypeName(const GUID *pSubtype); STDAPI_(CHAR *) GetSubtypeNameA(const GUID *pSubtype); STDAPI_(WCHAR *) GetSubtypeNameW(const GUID *pSubtype); #ifdef UNICODE #define GetSubtypeName GetSubtypeNameW #else #define GetSubtypeName GetSubtypeNameA #endif STDAPI_(LONG) GetBitmapFormatSize(const BITMAPINFOHEADER *pHeader); STDAPI_(DWORD) GetBitmapSize(const BITMAPINFOHEADER *pHeader); STDAPI_(BOOL) ContainsPalette(const VIDEOINFOHEADER *pVideoInfo); STDAPI_(const RGBQUAD *) GetBitmapPalette(const VIDEOINFOHEADER *pVideoInfo); // Compares two interfaces and returns TRUE if they are on the same object BOOL WINAPI IsEqualObject(IUnknown *pFirst, IUnknown *pSecond); // This is for comparing pins #define EqualPins(pPin1, pPin2) IsEqualObject(pPin1, pPin2) // Arithmetic helper functions // Compute (a * b + rnd) / c LONGLONG WINAPI llMulDiv(LONGLONG a, LONGLONG b, LONGLONG c, LONGLONG rnd); LONGLONG WINAPI Int64x32Div32(LONGLONG a, LONG b, LONG c, LONG rnd); // Avoids us dyna-linking to SysAllocString to copy BSTR strings STDAPI WriteBSTR(BSTR * pstrDest, LPCWSTR szSrc); STDAPI FreeBSTR(BSTR* pstr); // Return a wide string - allocating memory for it // Returns: // S_OK - no error // E_POINTER - ppszReturn == NULL // E_OUTOFMEMORY - can't allocate memory for returned string STDAPI AMGetWideString(LPCWSTR pszString, LPWSTR *ppszReturn); // Special wait for objects owning windows DWORD WINAPI WaitDispatchingMessages(HANDLE hObject, DWORD dwWait, HWND hwnd = NULL, UINT uMsg = 0); #endif /* __WXUTIL__ */