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view Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/main.c @ 5130:f2c2f0ecba5f
Fixed bug #1111
kwm@rainbow-runner.nl 2011-01-30 06:28:27 PST
Created attachment 562 [details]
Build fix with clang.
When building sdl 1.2.14 with the Clang compiler http://clang.llvm.org .
The build fails in src/video/mmx.h with the following error:
--------------------------------------------------
./src/video/SDL_RLEaccel.c:831:5: error: invalid operand for instruction
CHOOSE_BLIT(RLECLIPBLIT, alpha, fmt);
^
./src/video/SDL_RLEaccel.c:831:17: note: instantiated from:
CHOOSE_BLIT(RLECLIPBLIT, alpha, fmt);
^
./src/video/SDL_RLEaccel.c:831:5: note: instantiated from:
CHOOSE_BLIT(RLECLIPBLIT, alpha, fmt);
^
./src/video/SDL_RLEaccel.c:647:23: note: instantiated from:
blitter(2, Uint8, ALPHA_BLIT16_565MMX); \
^
./src/video/SDL_RLEaccel.c:282:4: note: instantiated from:
movq_r2m(mm3, *dstp); \
^
In file included from ./src/video/SDL_RLEaccel.c:99:
./src/video/mmx.h:379:28: note: instantiated from:
#define movq_r2m(reg, var) mmx_r2m(movq, reg, var)
^
<scratch space>:192:1: note: instantiated from:
"movq"
^
<inline asm>:1:2: note: instantiated into assembly here
movq %mm3, %dx
^
--------------------------------------------------
According to the clang developers this is a invalid inline assembly.
Using the attached patch from the last commit in the below bug report fixes the
compile.
More details from: http://llvm.org/bugs/show_bug.cgi?id=6730
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 30 Jan 2011 13:42:05 -0800 |
parents | d44a0a913aa2 |
children |
line wrap: on
line source
/* Simple program: Create a blank window, wait for keypress, quit. Please see the SDL documentation for details on using the SDL API: /Developer/Documentation/SDL/docs.html */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "SDL.h" extern void Atlantis_Init (); extern void Atlantis_Reshape (int w, int h); extern void Atlantis_Animate (); extern void Atlantis_Display (); static SDL_Surface *gScreen; static void initAttributes () { // Setup attributes we want for the OpenGL context int value; // Don't set color bit sizes (SDL_GL_RED_SIZE, etc) // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and // 5-5-5 RGB for 16-bit screens // Request a 16-bit depth buffer (without this, there is no depth buffer) value = 16; SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value); // Request double-buffered OpenGL // The fact that windows are double-buffered on Mac OS X has no effect // on OpenGL double buffering. value = 1; SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value); } static void printAttributes () { // Print out attributes of the context we created int nAttr; int i; int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE }; char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n", "Alpha size: %d bits\n", "Color buffer size: %d bits\n", "Depth bufer size: %d bits\n" }; nAttr = sizeof(attr) / sizeof(int); for (i = 0; i < nAttr; i++) { int value; SDL_GL_GetAttribute (attr[i], &value); printf (desc[i], value); } } static void createSurface (int fullscreen) { Uint32 flags = 0; flags = SDL_OPENGL; if (fullscreen) flags |= SDL_FULLSCREEN; // Create window gScreen = SDL_SetVideoMode (640, 480, 0, flags); if (gScreen == NULL) { fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n", SDL_GetError()); SDL_Quit(); exit(2); } } static void initGL () { Atlantis_Init (); Atlantis_Reshape (gScreen->w, gScreen->h); } static void drawGL () { Atlantis_Animate (); Atlantis_Display (); } static void mainLoop () { SDL_Event event; int done = 0; int fps = 24; int delay = 1000/fps; int thenTicks = -1; int nowTicks; while ( !done ) { /* Check for events */ while ( SDL_PollEvent (&event) ) { switch (event.type) { case SDL_MOUSEMOTION: break; case SDL_MOUSEBUTTONDOWN: break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } // Draw at 24 hz // This approach is not normally recommended - it is better to // use time-based animation and run as fast as possible drawGL (); SDL_GL_SwapBuffers (); // Time how long each draw-swap-delay cycle takes // and adjust delay to get closer to target framerate if (thenTicks > 0) { nowTicks = SDL_GetTicks (); delay += (1000/fps - (nowTicks-thenTicks)); thenTicks = nowTicks; if (delay < 0) delay = 1000/fps; } else { thenTicks = SDL_GetTicks (); } SDL_Delay (delay); } } int main(int argc, char *argv[]) { // Init SDL video subsystem if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } // Set GL context attributes initAttributes (); // Create GL context createSurface (0); // Get GL context attributes printAttributes (); // Init GL state initGL (); // Draw, get events... mainLoop (); // Cleanup SDL_Quit(); return 0; }