Mercurial > sdl-ios-xcode
annotate src/audio/mme/SDL_mmeaudio.h @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 99210400e8b9 |
children | f7b03b6838cb |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Library General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Library General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Library General Public |
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16 License along with this library; if not, write to the Free |
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 /* Allow access to a raw mixing buffer */ |
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25 |
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26 #ifndef _SDL_mmeaudio_h |
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27 #define _SDL_mmeaudio_h |
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28 |
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29 #include "../SDL_sysaudio.h" |
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30 |
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31 /* Hidden "this" pointer for the audio functions */ |
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32 #define _THIS SDL_AudioDevice *this |
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33 #define NUM_BUFFERS 2 |
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34 |
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35 struct SharedMem |
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36 { |
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37 HWAVEOUT sound; |
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38 WAVEHDR wHdr[NUM_BUFFERS]; |
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39 PCMWAVEFORMAT wFmt; |
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40 }; |
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41 |
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42 struct SDL_PrivateAudioData |
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43 { |
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44 Uint8 *mixbuf; /* The raw allocated mixing buffer */ |
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45 struct SharedMem *shm; |
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46 int next_buffer; |
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47 }; |
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48 |
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49 #endif /* _SDL_mmeaudio_h */ |
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50 |
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51 /* vi: set ts=4 sw=4 expandtab: */ |