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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-15 12:08:33 +00:00

Introduces an SConstruct file and corrects those errors and warnings that arise in Ubuntu.

This commit is contained in:
Thomas Harte 2017-11-08 22:36:41 -05:00
parent 9fd33bdfde
commit c45d4831ec
9 changed files with 34 additions and 12 deletions

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@ -9,10 +9,12 @@
#ifndef AsyncTaskQueue_hpp #ifndef AsyncTaskQueue_hpp
#define AsyncTaskQueue_hpp #define AsyncTaskQueue_hpp
#include <atomic>
#include <condition_variable>
#include <functional>
#include <list>
#include <memory> #include <memory>
#include <thread> #include <thread>
#include <list>
#include <condition_variable>
#ifdef __APPLE__ #ifdef __APPLE__
#include <dispatch/dispatch.h> #include <dispatch/dispatch.h>

20
OSBindings/SDL/SConstruct Normal file
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@ -0,0 +1,20 @@
import glob
# create build environment
env = Environment()
# determine compiler and linker flags for SDL
env.ParseConfig('sdl2-config --cflags')
env.ParseConfig('sdl2-config --libs')
# gather a list of source files
SOURCES = glob.glob('*.cpp')
# add additional compiler flags
env.Append(CCFLAGS = ['-g', '-Wall', '--std=c++11'])
# add additional libraries to link against
env.Append(LIBS = ['libz'])
# build target
# output executable will be "game"
env.Program(target = 'game', source = SOURCES)

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@ -13,7 +13,7 @@
#include "CRTConstants.hpp" #include "CRTConstants.hpp"
#include "OpenGL.hpp" #include "OpenGL.hpp"
#include "TextureTarget.hpp" #include "TextureTarget.hpp"
#include "Shader.hpp" #include "Shaders/Shader.hpp"
#include "ArrayBuilder.hpp" #include "ArrayBuilder.hpp"
#include "TextureBuilder.hpp" #include "TextureBuilder.hpp"

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@ -34,8 +34,8 @@ struct Flywheel {
retrace_time_(retrace_time), retrace_time_(retrace_time),
sync_error_window_(sync_error_window), sync_error_window_(sync_error_window),
counter_(0), counter_(0),
expected_next_sync_(standard_period),
counter_before_retrace_(standard_period - retrace_time), counter_before_retrace_(standard_period - retrace_time),
expected_next_sync_(standard_period),
number_of_surprises_(0) {} number_of_surprises_(0) {}
enum SyncEvent { enum SyncEvent {

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@ -17,6 +17,8 @@
#include <OpenGL/gl3.h> #include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h> #include <OpenGL/gl3ext.h>
#endif #endif
#else
#include <GL/gl.h>
#endif #endif
#endif /* OpenGL_h */ #endif /* OpenGL_h */

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@ -9,7 +9,7 @@
#ifndef Shader_hpp #ifndef Shader_hpp
#define Shader_hpp #define Shader_hpp
#include "OpenGL.hpp" #include "../OpenGL.hpp"
#include <string> #include <string>
#include <functional> #include <functional>
#include <vector> #include <vector>

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@ -31,11 +31,6 @@ using namespace SignalProcessing;
"DIGITAL SIGNAL PROCESSING, II", IEEE Press, pages 123126. "DIGITAL SIGNAL PROCESSING, II", IEEE Press, pages 123126.
*/ */
// our little fixed point scheme
#define kCSKaiserBesselFilterFixedMultiplier 32767.0f
#define kCSKaiserBesselFilterFixedShift 15
/*! Evaluates the 0th order Bessel function at @c a. */ /*! Evaluates the 0th order Bessel function at @c a. */
float FIRFilter::ino(float a) { float FIRFilter::ino(float a) {
float d = 0.0f; float d = 0.0f;

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@ -29,6 +29,9 @@
#ifdef __APPLE__ #ifdef __APPLE__
#include <Accelerate/Accelerate.h> #include <Accelerate/Accelerate.h>
#else
#define kCSKaiserBesselFilterFixedMultiplier 32767.0f
#define kCSKaiserBesselFilterFixedShift 15
#endif #endif
namespace SignalProcessing { namespace SignalProcessing {

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@ -87,10 +87,10 @@ class Stepper {
} }
private: private:
uint64_t whole_step_;
int64_t adjustment_up_, adjustment_down_;
int64_t accumulated_error_; int64_t accumulated_error_;
uint64_t input_rate_, output_rate_; uint64_t input_rate_, output_rate_;
uint64_t whole_step_;
int64_t adjustment_up_, adjustment_down_;
}; };
} }