annotate src/thread/win32/win_ce_semaphore.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>
date Tue, 16 Jun 2009 14:34:15 +0000
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1 /* win_ce_semaphore.h - header file to go with win_ce_semaphore.c */
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3 typedef struct _SYNCH_HANDLE_STRUCTURE
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4 {
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5 HANDLE hEvent;
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6 HANDLE hMutex;
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7 HANDLE hSemph;
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8 LONG MaxCount;
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9 volatile LONG CurCount;
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10 LPCTSTR lpName;
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11 } SYNCH_HANDLE_STRUCTURE, *SYNCHHANDLE;
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13 #define SYNCH_HANDLE_SIZE sizeof (SYNCH_HANDLE_STRUCTURE)
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15 /* Error codes - all must have bit 29 set */
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16 #define SYNCH_ERROR 0X20000000 /* EXERCISE - REFINE THE ERROR NUMBERS */
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18 extern SYNCHHANDLE CreateSemaphoreCE(LPSECURITY_ATTRIBUTES, LONG, LONG,
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19 LPCTSTR);
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21 extern BOOL ReleaseSemaphoreCE(SYNCHHANDLE, LONG, LPLONG);
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22 extern DWORD WaitForSemaphoreCE(SYNCHHANDLE, DWORD);
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24 extern BOOL CloseSynchHandle(SYNCHHANDLE);
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25 /* vi: set ts=4 sw=4 expandtab: */