audio: Just use the system default stack size for the device thread.

Fixes #7367.
This commit is contained in:
Ryan C. Gordon 2023-11-19 11:10:29 -05:00
parent 1bb5448fe8
commit 42d979a231
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@ -1261,7 +1261,6 @@ static SDL_AudioDeviceID open_audio_device(const char *devname, int iscapture,
const SDL_AudioSpec *desired, SDL_AudioSpec *obtained,
int allowed_changes, int min_id)
{
const SDL_bool is_internal_thread = (desired->callback == NULL);
SDL_AudioDeviceID id = 0;
SDL_AudioSpec _obtained;
SDL_AudioDevice *device;
@ -1500,13 +1499,10 @@ static SDL_AudioDeviceID open_audio_device(const char *devname, int iscapture,
/* Start the audio thread if necessary */
if (!current_audio.impl.ProvidesOwnCallbackThread) {
/* Start the audio thread */
/* !!! FIXME: we don't force the audio thread stack size here if it calls into user code, but maybe we should? */
/* buffer queueing callback only needs a few bytes, so make the stack tiny. */
const size_t stacksize = is_internal_thread ? 64 * 1024 : 0;
char threadname[64];
(void)SDL_snprintf(threadname, sizeof(threadname), "SDLAudio%c%" SDL_PRIu32, (iscapture) ? 'C' : 'P', device->id);
device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);
device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, 0, device);
if (device->thread == NULL) {
close_audio_device(device);