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view docs/html/sdlcreatergbsurface.html @ 1138:fcfb783a3ca2
Commercial-OSS-on-Solaris patch...
--ryan.
Date: Sun, 14 Aug 2005 23:06:40 -0500
From: Shawn Walker <binarycrusader@gmail.com>
To: sdl@libsdl.org
Subject: [SDL] [PATCH] Audio Detection Bug
When using the OSS commercial drivers under Solaris 10, SDL will not
properly initialise OSS audio support (dsp) if /dev/sound exists.
Under Solaris (as far as I understand) /dev/sound is provided as a
means of accessing a BSD style audio device, not the OSS device.
SDL assumes that if /dev/sound exists, then it must be running on a
Linux 2.4 system and should make the dsp device path /dev/sound/dsp.
This is wrong. When using the OSS commercial drivers under Solaris,
the dsp device is always referenced as /dev/dsp normally.
My proposed fix is to stat the dsp device in /dev/sound to make sure
it exists, before assuming /dev/sound/dsp as the audio device:
http://icculus.org/~eviltypeguy/SDL_audiodev.patch
I'm sure there may be a better way to do it, but the above patch is
what worked for me.
--=20
Shawn Walker, Software and Systems Analyst
binarycrusader@gmail.com - http://binarycrusader.blogspot.com/
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 08 Sep 2005 07:15:44 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_CreateRGBSurface</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_GetRGBA" HREF="sdlgetrgba.html"><LINK REL="NEXT" TITLE="SDL_CreateRGBSurfaceFrom" HREF="sdlcreatergbsurfacefrom.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlgetrgba.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlcreatergbsurfacefrom.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLCREATERGBSURFACE" ></A >SDL_CreateRGBSurface</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN1773" ></A ><H2 >Name</H2 >SDL_CreateRGBSurface -- Create an empty SDL_Surface</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN1776" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN1777" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >SDL_Surface *<B CLASS="FSFUNC" >SDL_CreateRGBSurface</B ></CODE >(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1783" ></A ><H2 >Description</H2 ><P >Allocate an empty surface (must be called after <A HREF="sdlsetvideomode.html" >SDL_SetVideoMode</A >)</P ><P >If <TT CLASS="PARAMETER" ><I >depth</I ></TT > is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A > is created using the <TT CLASS="PARAMETER" ><I >[RGBA]mask</I ></TT >'s provided (see <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A >). The <TT CLASS="PARAMETER" ><I >flags</I ></TT > specifies the type of surface that should be created, it is an OR'd combination of the following possible values.</P ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN1795" ></A ><P ></P ><TABLE BORDER="1" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SWSURFACE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_HWSURFACE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video->Video blits (which are often accelerated).</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SRCCOLORKEY</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >This flag turns on colourkeying for blits from this surface. If <TT CLASS="LITERAL" >SDL_HWSURFACE</TT > is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory. Use <A HREF="sdlsetcolorkey.html" ><TT CLASS="FUNCTION" >SDL_SetColorKey</TT ></A > to set or clear this flag after surface creation.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SRCALPHA</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >This flag turns on alpha-blending for blits from this surface. If <TT CLASS="LITERAL" >SDL_HWSURFACE</TT > is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible. Use <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > to set or clear this flag after surface creation.</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ><DIV CLASS="NOTE" ><BLOCKQUOTE CLASS="NOTE" ><P ><B >Note: </B >If an alpha-channel is specified (that is, if <TT CLASS="PARAMETER" ><I >Amask</I ></TT > is nonzero), then the <TT CLASS="LITERAL" >SDL_SRCALPHA</TT > flag is automatically set. You may remove this flag by calling <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > after surface creation.</P ></BLOCKQUOTE ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1826" ></A ><H2 >Return Value</H2 ><P >Returns the created surface, or <SPAN CLASS="RETURNVALUE" >NULL</SPAN > upon error.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1830" ></A ><H2 >Example</H2 ><PRE CLASS="PROGRAMLISTING" > /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order, as expected by OpenGL for textures */ SDL_Surface *surface; Uint32 rmask, gmask, bmask, amask; /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask); if(surface == NULL) { fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError()); exit(1); }</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1833" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlcreatergbsurfacefrom.html" ><TT CLASS="FUNCTION" >SDL_CreateRGBSurfaceFrom</TT ></A >, <A HREF="sdlfreesurface.html" ><TT CLASS="FUNCTION" >SDL_FreeSurface</TT ></A >, <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</TT ></A >, <A HREF="sdllocksurface.html" ><TT CLASS="FUNCTION" >SDL_LockSurface</TT ></A >, <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A >, <A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A > <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > <A HREF="sdlsetcolorkey.html" ><TT CLASS="FUNCTION" >SDL_SetColorKey</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlgetrgba.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlcreatergbsurfacefrom.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_GetRGBA</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_CreateRGBSurfaceFrom</TD ></TR ></TABLE ></DIV ></BODY ></HTML >