Modify framebuffer and NGA framebuffer to read screen size from board model dtb file. Optimise memory usuage of frame buffer
Add example minigui application with hooks to profiler (which writes results to S:\). Modified NGA framebuffer to run its own dfc queue at high priority
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>Audio Examples</H1
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>Opening the audio device</H2
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> SDL_AudioSpec wanted;
extern void fill_audio(void *udata, Uint8 *stream, int len);
/* Set the audio format */
wanted.freq = 22050;
wanted.format = AUDIO_S16;
wanted.channels = 2; /* 1 = mono, 2 = stereo */
wanted.samples = 1024; /* Good low-latency value for callback */
wanted.callback = fill_audio;
wanted.userdata = NULL;
/* Open the audio device, forcing the desired format */
if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
return(-1);
}
return(0);</PRE
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>Playing audio</H2
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> static Uint8 *audio_chunk;
static Uint32 audio_len;
static Uint8 *audio_pos;
/* The audio function callback takes the following parameters:
stream: A pointer to the audio buffer to be filled
len: The length (in bytes) of the audio buffer
*/
void fill_audio(void *udata, Uint8 *stream, int len)
{
/* Only play if we have data left */
if ( audio_len == 0 )
return;
/* Mix as much data as possible */
len = ( len > audio_len ? audio_len : len );
SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
audio_pos += len;
audio_len -= len;
}
/* Load the audio data ... */
;;;;;
audio_pos = audio_chunk;
/* Let the callback function play the audio chunk */
SDL_PauseAudio(0);
/* Do some processing */
;;;;;
/* Wait for sound to complete */
while ( audio_len > 0 ) {
SDL_Delay(100); /* Sleep 1/10 second */
}
SDL_CloseAudio();</PRE
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