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