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SB16: Use a snooze alarm to block the current thread while playing.

This commit is contained in:
Andreas Kling 2019-07-13 20:15:17 +02:00
parent 54e79a4640
commit dcfa93e71f
2 changed files with 29 additions and 7 deletions

View file

@ -1,11 +1,26 @@
#pragma once
#include <AK/CircularQueue.h>
#include <Kernel/Alarm.h>
#include <Kernel/Devices/CharacterDevice.h>
#include <Kernel/IRQHandler.h>
#include <Kernel/VM/PhysicalAddress.h>
#include <Kernel/VM/PhysicalPage.h>
class SB16;
class SB16InterruptAlarm final : public Alarm {
public:
SB16InterruptAlarm(SB16& device)
: m_device(device)
{
}
virtual bool is_ringing() const override;
private:
SB16& m_device;
};
class SB16 final : public IRQHandler
, public CharacterDevice {
public:
@ -20,6 +35,8 @@ public:
virtual ssize_t write(FileDescription&, const u8*, ssize_t) override;
virtual bool can_write(FileDescription&) const override { return true; }
bool got_interrupt(Badge<SB16InterruptAlarm>) const { return m_interrupted; }
private:
// ^IRQHandler
virtual void handle_irq() override;
@ -37,4 +54,6 @@ private:
RefPtr<PhysicalPage> m_dma_buffer_page;
bool m_interrupted { false };
int m_major_version { 0 };
SB16InterruptAlarm m_interrupt_alarm;
};