Mercurial > sdl-ios-xcode
view src/thread/win32/SDL_systhread.c @ 1554:0ca607a5d173
Fixed bug #84
Date: Sun, 23 Oct 2005 16:39:03 +0200
From: "A. Schmid" <sahib@phreaker.net>
Subject: [SDL] no software surfaces with svgalib driver?
Hi,
I noticed that the SDL (1.2.9) svgalib driver only makes use of linear
addressable (framebuffer) video modes. On older systems (like one of
mine), linear addressable modes are often not available.
Especially for cards with VESA VBE < 2.0 the svgalib vesa driver is
unusable, since VESA only supports framebuffering for VBE 2.0 and later.
The changes necessary to add support for software surfaces seem to be
relatively small. I only had to hack src/video/svga/SDL_svgavideo.c (see
attached patch). The code worked fine for me, but it is no more than a
proof of concept and should be reviewed (probably has a memory leak when
switching modes). It also uses the vgagl library (included in the
svgalib package) and needs to be linked against it.
-Alex
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 19 Mar 2006 12:04:40 +0000 |
parents | 9fb0eee04dd9 |
children | 14717b52abc0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Win32 thread management routines for SDL */ #define WIN32_LEAN_AND_MEAN #include <windows.h> #include "SDL_thread.h" #include "../SDL_thread_c.h" #include "../SDL_systhread.h" #ifndef SDL_PASSED_BEGINTHREAD_ENDTHREAD #ifndef _WIN32_WCE /* We'll use the C library from this DLL */ #include <process.h> #endif #if __GNUC__ typedef unsigned long (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned, unsigned (__stdcall *func)(void *), void *arg, unsigned, unsigned *threadID); typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code); #else typedef uintptr_t (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned, unsigned (__stdcall *func)(void *), void *arg, unsigned, unsigned *threadID); typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code); #endif #endif /* !SDL_PASSED_BEGINTHREAD_ENDTHREAD */ typedef struct ThreadStartParms { void *args; pfnSDL_CurrentEndThread pfnCurrentEndThread; } tThreadStartParms, *pThreadStartParms; static unsigned __stdcall RunThread(void *data) { pThreadStartParms pThreadParms = (pThreadStartParms)data; pfnSDL_CurrentEndThread pfnCurrentEndThread = NULL; // Call the thread function! SDL_RunThread(pThreadParms->args); // Get the current endthread we have to use! if (pThreadParms) { pfnCurrentEndThread = pThreadParms->pfnCurrentEndThread; SDL_free(pThreadParms); } // Call endthread! if (pfnCurrentEndThread) (*pfnCurrentEndThread)(0); return(0); } #ifdef SDL_PASSED_BEGINTHREAD_ENDTHREAD int SDL_SYS_CreateThread(SDL_Thread *thread, void *args, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread) { #else int SDL_SYS_CreateThread(SDL_Thread *thread, void *args) { #ifdef _WIN32_WCE pfnSDL_CurrentBeginThread pfnBeginThread = NULL; pfnSDL_CurrentEndThread pfnEndThread = NULL; #else pfnSDL_CurrentBeginThread pfnBeginThread = _beginthreadex; pfnSDL_CurrentEndThread pfnEndThread = _endthreadex; #endif #endif /* SDL_PASSED_BEGINTHREAD_ENDTHREAD */ unsigned threadid; pThreadStartParms pThreadParms = (pThreadStartParms)SDL_malloc(sizeof(tThreadStartParms)); if (!pThreadParms) { SDL_OutOfMemory(); return(-1); } // Save the function which we will have to call to clear the RTL of calling app! pThreadParms->pfnCurrentEndThread = pfnEndThread; // Also save the real parameters we have to pass to thread function pThreadParms->args = args; if (pfnBeginThread) { thread->handle = (SYS_ThreadHandle) pfnBeginThread(NULL, 0, RunThread, pThreadParms, 0, &threadid); } else { thread->handle = CreateThread(NULL, 0, RunThread, pThreadParms, 0, &threadid); } if (thread->handle == NULL) { SDL_SetError("Not enough resources to create thread"); return(-1); } return(0); } void SDL_SYS_SetupThread(void) { return; } Uint32 SDL_ThreadID(void) { return((Uint32)GetCurrentThreadId()); } void SDL_SYS_WaitThread(SDL_Thread *thread) { WaitForSingleObject(thread->handle, INFINITE); CloseHandle(thread->handle); } /* WARNING: This function is really a last resort. * Threads should be signaled and then exit by themselves. * TerminateThread() doesn't perform stack and DLL cleanup. */ void SDL_SYS_KillThread(SDL_Thread *thread) { TerminateThread(thread->handle, FALSE); }