Mercurial > sdl-ios-xcode
view src/video/win32/SDL_win32video.h @ 4525:3abf0b9cafad
pelya 2010-07-12 03:53:48 PDT
In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 14 Jul 2010 07:31:35 -0700 |
parents | 9faebccfefb3 |
children | e1664f94f026 03dcb795c583 436183eb30c8 |
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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 */ #include "SDL_config.h" #ifndef _SDL_win32video_h #define _SDL_win32video_h #include "../SDL_sysvideo.h" #define WIN32_LEAN_AND_MEAN #define STRICT #define UNICODE #undef WINVER #define WINVER 0x500 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices() */ #include <windows.h> #if SDL_VIDEO_RENDER_D3D //#include <d3d9.h> #define D3D_DEBUG_INFO #include "d3d9.h" #endif #if SDL_VIDEO_RENDER_DDRAW /* WIN32_LEAN_AND_MEAN was defined, so we have to include this by hand */ #include <objbase.h> #include "ddraw.h" #endif #include "SDL_win32clipboard.h" #include "SDL_win32events.h" #include "SDL_win32gamma.h" #include "SDL_win32keyboard.h" #include "SDL_win32modes.h" #include "SDL_win32mouse.h" #include "SDL_win32opengl.h" #include "SDL_win32window.h" #ifdef UNICODE #define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "UCS-2", (char *)S, (SDL_wcslen(S)+1)*sizeof(WCHAR)) #define WIN_UTF8ToString(S) (WCHAR *)SDL_iconv_string("UCS-2", "UTF-8", (char *)S, SDL_strlen(S)+1) #else #define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "ASCII", (char *)S, (SDL_strlen(S)+1)) #define WIN_UTF8ToString(S) SDL_iconv_string("ASCII", "UTF-8", (char *)S, SDL_strlen(S)+1) #endif extern void WIN_SetError(const char *prefix); /* Private display data */ typedef struct SDL_VideoData { #if SDL_VIDEO_RENDER_D3D HANDLE d3dDLL; IDirect3D9 *d3d; #endif #if SDL_VIDEO_RENDER_DDRAW HANDLE ddrawDLL; IDirectDraw *ddraw; #endif DWORD clipboard_count; const SDL_scancode *key_layout; } SDL_VideoData; #endif /* _SDL_win32video_h */ /* vi: set ts=4 sw=4 expandtab: */