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69c5d21d
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2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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62c781ea
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2013-10-25T20:31:43
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WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
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2348e426
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2013-10-21T22:08:56
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Fixed whitespace
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08fa8da7
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2013-10-20T21:56:15
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Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
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4ca34ad4
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2013-10-20T21:34:38
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Prevent conflicts when linking both SDL2 and SDL2_gfx
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20f5167d
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2013-10-20T10:35:51
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Use vertex arrays for drawing points in addition to lines
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82b8e6df
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2013-10-20T10:10:14
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Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean
I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?
I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
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e343273a
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2013-10-19T01:29:23
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Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells
Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.
Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.
2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);
3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);
4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);
Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.
Expected Results:
Entire render target should be cleared.
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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06cab857
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2013-10-14T08:56:37
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Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
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36b75917
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2013-10-05T12:29:05
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Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
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5607cc45
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2013-10-05T00:29:57
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Avoid redundant state changes in the GLES2 renderer.
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500e4f6f
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2013-10-04T11:25:14
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Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
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50989846
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2013-10-03T20:48:52
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Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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e5ef978e
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2013-10-03T20:42:43
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Fixed a potential double-free bug if glGenTextures() failed.
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1f21484b
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2013-10-03T03:31:05
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Fixed const/non-const warning
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958640e5
|
2013-10-02T22:16:11
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Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
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22a972a4
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2013-09-30T22:16:14
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Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant
SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
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202528a4
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2013-09-28T14:07:17
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Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
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25f607a3
|
2013-09-28T14:07:14
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Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
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cf5e5a83
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2013-09-28T14:07:08
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Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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803965bc
|
2013-09-28T14:07:05
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Added platform specific call: SDL_RenderGetD3DDevice()
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9f390e79
|
2013-09-28T14:06:59
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Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
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89c31bb4
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2013-09-28T14:06:55
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Implemented SDL_UpdateYUVTexture() for Direct3D
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17c9ff85
|
2013-09-28T14:06:51
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Added missing SDL_assert.h
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57bd5147
|
2013-09-28T14:06:47
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Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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b6be1435
|
2013-09-28T14:06:20
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Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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fa45a9c9
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2013-09-16T00:31:01
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WinRT: fixed a line-rendering bug in the D3D 11.1 backend
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fae4190d
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2013-09-13T17:42:46
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Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
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ace1e98a
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2013-08-29T15:02:32
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Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
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3e2930de
|
2013-08-29T08:29:51
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Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
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f79fc33a
|
2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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31235b4b
|
2013-08-28T15:27:01
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WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
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91b03902
|
2013-08-28T12:45:43
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WinRT: removed a comment regarding a dealt-with TODO
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8e3886a2
|
2013-08-28T12:38:30
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WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,
Support for orientation changes is pending.
Thanks to Pierre-Yves for assistance!
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44755f8a
|
2013-08-28T11:46:02
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WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone
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2cafee9d
|
2013-08-27T21:21:09
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WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned.
XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
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86ea4c4e
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2013-08-27T13:03:43
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WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
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7be2ad71
|
2013-08-27T11:44:43
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WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
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f60bcf8b
|
2013-08-22T17:26:22
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Fix warning in GL ES2 renderer
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2490166d
|
2013-08-21T10:12:16
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Fixes for -Wdeclaration-after-statement
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1e49b1ed
|
2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
|
2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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552b04c5
|
2013-08-20T20:34:40
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More non C89 compliant comments
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b4426769
|
2013-08-19T11:02:44
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Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
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1455a947
|
2013-08-17T17:14:15
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|
Fixed Windows build
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6995ff18
|
2013-08-17T09:54:30
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Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
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bb2671b7
|
2013-08-16T14:38:04
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Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
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4cb0ead7
|
2013-08-16T12:51:29
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Patched to compile.
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02868b69
|
2013-08-16T13:37:27
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[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
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eaf26ff6
|
2013-08-13T20:33:15
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WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
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d41fdc94
|
2013-08-13T20:09:52
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WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
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f7049b93
|
2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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dad42067
|
2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
|
2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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