Mercurial > sdl-ios-xcode
view src/audio/qsa/SDL_qsa_audio.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> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 7f684f249ec9 |
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 Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org QNX Sound Architecture (QSA) SDL driver Copyright (C) 2009 Mike Gorchak (mike@malva.ua, lestat@i.com.ua) */ #include "SDL_config.h" #ifndef __SDL_QSA_AUDIO_H__ #define __SDL_QSA_AUDIO_H__ #include <sys/asoundlib.h> #include "../SDL_sysaudio.h" /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice* this struct SDL_PrivateAudioData { /* SDL capture state */ int iscapture; /* The audio device handle */ int cardno; int deviceno; snd_pcm_t *audio_handle; /* The audio file descriptor */ int audio_fd; /* Select timeout status */ uint32_t timeout_on_wait; /* Raw mixing buffer */ Uint8 *pcm_buf; Uint32 pcm_len; }; #endif /* __SDL_QSA_AUDIO_H__ */ /* vi: set ts=4 sw=4 expandtab: */