Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote: > BTW, you probably want to nuke the NDS renderer and just implement these three > functions instead: > int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * > format, void ** pixels, int *pitch); > int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects, > SDL_Rect * rects); > void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window); Patch attached. The renderer for the DS is not used anymore, but I left the file in place if someone wants to finish it. I've also added a README.ds and fixed the spinlocks.
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5 changed files with 173 additions and 19 deletions
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@ -62,7 +62,7 @@ SDL_AtomicTryLock(SDL_SpinLock *lock)
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#elif HAVE_GCC_ATOMICS || HAVE_GCC_SYNC_LOCK_TEST_AND_SET
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return (__sync_lock_test_and_set(lock, 1) == 0);
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#elif defined(__GNUC__) && defined(__arm__) && defined(__ARM_ARCH_5__)
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#elif defined(__GNUC__) && defined(__arm__) && (defined(__ARM_ARCH_5__) || defined(__ARM_ARCH_5TE__))
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int result;
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__asm__ __volatile__ (
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"swp %0, %1, [%2]\n"
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