Mercurial > sdl-ios-xcode
view src/video/photon/SDL_photon_render.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 | dd105b317335 |
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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 QNX Photon GUI SDL driver Copyright (C) 2009 Mike Gorchak (mike@malva.ua, lestat@i.com.ua) */ #ifndef __SDL_PHOTON_RENDER_H__ #define __SDL_PHOTON_RENDER_H__ #include "../SDL_sysvideo.h" #include <Ph.h> #define SDL_PHOTON_MAX_SURFACES 3 typedef struct SDL_RenderData { SDL_Window *window; /* SDL window type */ SDL_bool enable_vsync; /* VSYNC flip synchronization enable */ uint32_t surface_visible_idx; /* Index of visible surface */ uint32_t surface_render_idx; /* Index of render surface */ uint32_t surfaces_count; /* Amount of allocated surfaces */ } SDL_RenderData; typedef struct SDL_TextureData { } SDL_TextureData; extern void photon_addrenderdriver(_THIS); #endif /* __SDL_PHOTON_RENDER_H__ */ /* vi: set ts=4 sw=4 expandtab: */