Mercurial > sdl-ios-xcode
view src/audio/mme/SDL_mmeaudio.h @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | f7b03b6838cb |
children | b530ef003506 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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" /* Allow access to a raw mixing buffer */ #ifndef _SDL_mmeaudio_h #define _SDL_mmeaudio_h #include "../SDL_sysaudio.h" /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice *this #define NUM_BUFFERS 2 struct SharedMem { HWAVEOUT sound; WAVEHDR wHdr[NUM_BUFFERS]; PCMWAVEFORMAT wFmt; }; struct SDL_PrivateAudioData { Uint8 *mixbuf; /* The raw allocated mixing buffer */ struct SharedMem *shm; int next_buffer; }; #endif /* _SDL_mmeaudio_h */ /* vi: set ts=4 sw=4 expandtab: */