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Fixup build for OSX.
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@ -22,6 +22,7 @@
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#ifdef __APPLE__
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#include <OpenGL/OpenGL.h>
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#include <OpenGL/gl.h>
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#endif
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// SDL 1.2 is portable, sure, but you still need some platform specific workarounds ;)
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@ -74,6 +74,8 @@ typedef int16_t (*snes_input_state_t)(bool port, unsigned device, unsigned index
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unsigned snes_library_revision_major(void);
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unsigned snes_library_revision_minor(void);
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const char *snes_library_id(void);
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void snes_set_video_refresh(snes_video_refresh_t);
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void snes_set_audio_sample(snes_audio_sample_t);
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void snes_set_input_poll(snes_input_poll_t);
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16
thread.c
16
thread.c
@ -26,6 +26,11 @@
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#include <time.h>
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#endif
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#ifdef __MACH__
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#include <mach/clock.h>
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#include <mach/mach.h>
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#endif
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#ifdef _WIN32
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struct slock
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@ -166,7 +171,18 @@ void scond_wait(scond_t *cond, slock_t *lock)
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bool scond_wait_timeout(scond_t *cond, slock_t *lock, unsigned timeout_ms)
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{
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struct timespec now;
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#ifdef __MACH__ // OSX doesn't have clock_gettime ... :(
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clock_serv_t cclock;
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mach_timespec_t mts;
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host_get_clock_service(mach_host_self(), CALENDAR_CLOCK, &cclock);
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clock_get_time(cclock, &mts);
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mach_port_deallocate(mach_task_self(), cclock);
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now.tv_sec = mts.tv_sec;
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now.tv_nsec = mts.tv_nsec;
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#else
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clock_gettime(CLOCK_REALTIME, &now);
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#endif
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now.tv_sec += timeout_ms / 1000;
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now.tv_nsec += timeout_ms * 1000000L;
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