Mercurial > sdl-ios-xcode
view README.Porting @ 4165:3b8ac3d311a2 SDL-1.2
Hello.
This patch provides basic support for video on the Sony PS3
Linux framebuffer. Scaling, format-conversion, and drawing is
done from the SPEs, so there is little performance impact to
PPE applications. This is by no means production quality code,
but it is a very good start and a good example of how to use the
PS3's hardware capabilities to accelerate video playback on
the box.
The driver has been verified to work with ffplay, mplayer and xine.
This piece of software has been developed at the IBM R&D Lab
in Boeblingen, Germany and is now returned to the community.
Enjoy !
Signed-off-by: D.Herrendoerfer < d.herrendoerfer [at] de [dot] ibm [dot] com >
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:06:55 +0000 |
parents | b2b476a4a73c |
children | 103760c3a5dc |
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* Porting To A New Platform The first thing you have to do when porting to a new platform, is look at include/SDL_platform.h and create an entry there for your operating system. The standard format is __PLATFORM__, where PLATFORM is the name of the OS. Ideally SDL_platform.h will be able to auto-detect the system it's building on based on C preprocessor symbols. There are two basic ways of building SDL at the moment: 1. The "UNIX" way: ./configure; make; make install If you have a GNUish system, then you might try this. Edit configure.in, take a look at the large section labelled: "Set up the configuration based on the target platform!" Add a section for your platform, and then re-run autogen.sh and build! 2. Using an IDE: If you're using an IDE or other non-configure build system, you'll probably want to create a custom SDL_config.h for your platform. Edit SDL_config.h, add a section for your platform, and create a custom SDL_config_{platform}.h, based on SDL_config.h.minimal and SDL_config.h.in Add the top level include directory to the header search path, and then add the following sources to the project: src/*.c src/audio/*.c src/cdrom/*.c src/cpuinfo/*.c src/events/*.c src/file/*.c src/joystick/*.c src/stdlib/*.c src/thread/*.c src/timer/*.c src/video/*.c src/audio/disk/*.c src/video/dummy/*.c src/joystick/dummy/*.c src/cdrom/dummy/*.c src/thread/generic/*.c src/timer/dummy/*.c src/loadso/dummy/*.c Once you have a working library without any drivers, you can go back to each of the major subsystems and start implementing drivers for your platform. If you have any questions, don't hesitate to ask on the SDL mailing list: http://www.libsdl.org/mailing-list.php Enjoy! Sam Lantinga (slouken@libsdl.org)