Mercurial > sdl-ios-xcode
view src/video/ps3/SDL_ps3spe_c.h @ 4426:1bceff8f008f
Fixed bug #943
Ozkan Sezer 2010-02-06 12:31:06 PST
Hi:
Here are some small fixes for compiling SDL against mingw-w64.
(see http://mingw-w64.sourceforge.net/ . Despite the name, it
supports both win32 and win64.)
src/audio/windx5/directx.h and src/video/windx5/directx.h (both
SDL-1.2 and SDL-1.3.) I get compilation errors about some union
not having a member named u1 and alike, because of other system
headers being included before this one and them already defining
DUMMYUNIONNAME and stuff. This header probably assumes that those
stuff are defined in windef.h, but mingw-w64 headers define them
in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to
the top of the file.
src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) :
The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric
because _beginthreadex returns uintptr_t, not unsigned long which
is 32 bits in win64. Changing the return type to uintptr_t fixes
it.
video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64
uses msvcrt version of _aligned_malloc and _aligned_free and
they are defined in intrin.h (similar to VC). Adding proper
ifdefs fixes it. (Notes about macros to check: __MINGW32__ is
defined for both mingw.org and for mingw-w64 for both win32 and
win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__
can't be used to detect mingw-w64: including _mingw.h and then
checking for __MINGW64_VERSION_MAJOR does the trick.)
SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition
and location in order to avoid multiple redefinition warnings.
Hope these are useful. Thanks.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Mar 2010 15:02:58 +0000 |
parents | f7b03b6838cb |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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 */ /* This SPE API basically provides 3 ways to run and control a program * on the SPE: * - Start and stop the program (keepalive=0). * SPE_Start() will implicitly boot up the program, create a thread and run * the context. * SPE_Stop() will join the (terminated) thread (may block) and return. * - Boot the program and run it (keepalive=0). * SPE_Boot() will create a context and load the program and finally start * the context with SPE_Start(). * SPE_Stop() will savely end the program. * - Boot, Run and send messages to the program (keepalive=1). * Start the program by using one of the methods described above. When * received the READY-message the program is in its infinite loop waiting * for new messages. * Every time you run the program, send SPU_START and the address of the * according struct using SPE_SendMsg(). * SPE_WaitForMsg() will than wait for SPU_FIN and is blocking. * SPE_Shutdown() sends SPU_EXIT and finally stops the program. * * Therefor the SPE program * - either runs once and returns * - or runs in an infinite loop and is controlled by messages. */ #include "SDL_config.h" #include "spulibs/spu_common.h" #include <libspe2.h> #ifndef _SDL_ps3spe_h #define _SDL_ps3spe_h /* SPU handling data */ typedef struct spu_data { /* Context to be executed */ spe_context_ptr_t ctx; spe_program_handle_t program; /* Thread running the context */ pthread_t thread; /* For debugging */ char * program_name; /* SPE_Start() or SPE_Boot() called */ unsigned int booted; /* Runs the program in an infinite loop? */ unsigned int keepalive; unsigned int entry; /* Exit code of the program */ int error_code; /* Arguments passed to the program */ void * argp; } spu_data_t; /* SPU specific API functions */ int SPE_Start(spu_data_t * spe_data); int SPE_Stop(spu_data_t * spe_data); int SPE_Boot(spu_data_t * spe_data); int SPE_Shutdown(spu_data_t * spe_data); int SPE_SendMsg(spu_data_t * spe_data, unsigned int msg); int SPE_WaitForMsg(spu_data_t * spe_data, unsigned int msg); void SPE_RunContext(void *thread_argp); #endif /* _SDL_ps3spe_h */ /* vi: set ts=4 sw=4 expandtab: */