view src/audio/nas/SDL_nasaudio.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
parents 99210400e8b9
children f7b03b6838cb
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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 driver was written by:
    Erik Inge Bolsų
    knan@mo.himolde.no
*/
#include "SDL_config.h"

#ifndef _SDL_nasaudio_h
#define _SDL_nasaudio_h

#ifdef __sgi
#include <nas/audiolib.h>
#else
#include <audio/audiolib.h>
#endif
#include <sys/time.h>

#include "../SDL_sysaudio.h"

/* Hidden "this" pointer for the audio functions */
#define _THIS	SDL_AudioDevice *this

struct SDL_PrivateAudioData
{
    AuServer *aud;
    AuFlowID flow;
    AuDeviceID dev;

    /* Raw mixing buffer */
    Uint8 *mixbuf;
    int mixlen;

    int written;
    int really;
    int bps;
    struct timeval last_tv;
    int buf_free;
};
#endif /* _SDL_nasaudio_h */

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