view docs/html/sdlblitsurface.html @ 765:4c2ba6161939

Editors Note: The original patch was modified to use SDL_Delay() instead of nanosleep because nanosleep may not be portable to all systems using SDL with the ALSA backend. This may be a moot point with the switch to blocking writes anyway... Date: Sat, 27 Dec 2003 21:47:36 +0100 From: Michel Daenzer To: Debian Bug Tracking System Subject: [SDL] Bug#225252: [PATCH] ALSA fixes Package: libsdl1.2debian-all Version: 1.2.6-2 Severity: normal Tags: patch For SDL 1.2.6, the ALSA backend was changed to call snd_pcm_open() with SND_PCM_NONBLOCK. That's a good idea per se, however, it causes high CPU usage, interrupted sound and stuttering in some games here. Taking a nanosleep whenever snd_pcm_writei() returns -EAGAIN fixes this, but I think it's more efficient to use blocking mode for the actual sound playback. Feedback from the SDL and ALSA lists appreciated. The patch also fixes the default ALSA device to be used.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Jan 2004 15:40:50 +0000
parents e5bc29de3f0a
children 355632dca928
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>SDL_BlitSurface</TITLE
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><H1
><A
NAME="SDLBLITSURFACE"
>SDL_BlitSurface</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1915"
></A
><H2
>Name</H2
>SDL_BlitSurface&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1918"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1919"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_BlitSurface</B
></CODE
>(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1925"
></A
><H2
>Description</H2
><P
>This performs a fast blit from the source surface to the destination surface.</P
><P
>Only the position is used in the <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> (the
width and height are ignored).</P
><P
>If either <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> or
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> are <TT
CLASS="LITERAL"
>NULL</TT
>, the entire
surface (<TT
CLASS="PARAMETER"
><I
>src</I
></TT
> or <TT
CLASS="PARAMETER"
><I
>dst</I
></TT
>) is
copied.</P
><P
>The final blit rectangle is saved in
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> after all clipping is performed
(<TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is not modified).</P
><P
>The blit function should not be called on a locked surface.</P
><P
>The results of blitting operations vary greatly depending on whether <TT
CLASS="LITERAL"
>SDL_SRCAPLHA</TT
> is set or not. See <A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
> for an explaination of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain.
<PRE
CLASS="PROGRAMLISTING"
>if (source surface has SDL_SRCALPHA set) {
    if (source surface has alpha channel (that is, format-&#62;Amask != 0))
        blit using per-pixel alpha, ignoring any colour key
    else {
        if (source surface has SDL_SRCCOLORKEY set)
            blit using the colour key AND the per-surface alpha value
        else
            blit using the per-surface alpha value
    }
} else {
    if (source surface has SDL_SRCCOLORKEY set)
        blit using the colour key
    else
        ordinary opaque rectangular blit
}</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1944"
></A
><H2
>Return Value</H2
><P
>If the blit is successful, it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>,
otherwise it returns <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
>.</P
><P
>If either of the surfaces were in video memory, and the blit returns
<SPAN
CLASS="RETURNVALUE"
>-2</SPAN
>, the video memory was lost, so it should be
reloaded with artwork and re-blitted:
<PRE
CLASS="PROGRAMLISTING"
>        while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
                while ( SDL_LockSurface(image)) &#60; 0 )
                        Sleep(10);
                -- Write image pixels to image-&#62;pixels --
                SDL_UnlockSurface(image);
        }</PRE
>
This happens under DirectX 5.0 when the system switches away from your
fullscreen application.  Locking the surface will also fail until you
have access to the video memory again.</P
></DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlfillrect.html"
><TT
CLASS="FUNCTION"
>SDL_FillRect</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
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