Mercurial > sdl-ios-xcode
view src/audio/nds/SDL_ndsaudio.h @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 204be4fc2726 |
children | 99210400e8b9 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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 */ #include "SDL_config.h" #ifndef _SDL_ndsaudio_h #define _SDL_ndsaudio_h #include "../SDL_sysaudio.h" #include <nds/arm9/sound.h> /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice *this struct SDL_PrivateAudioData { TransferSoundData *sound; /* The file descriptor for the audio device */ Uint8 *mixbuf; Uint32 mixlen; Uint32 write_delay; Uint32 initial_calls; }; #endif /* _SDL_ndsaudio_h */ /* vi: set ts=4 sw=4 expandtab: */