src/video


Log

Author Commit Date CI Message
Sam Lantinga 1b4de45d 2019-10-16T08:45:54 Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch Sylvain Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/7fdbffd47c0e SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL(). The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format); BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8; vs #define SDL_BYTESPERPIXEL(format) ... (format & 0xff) Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
Ryan C. Gordon ed7483f8 2019-10-15T22:36:08 x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6. This is where Apple installs XQuartz now (and apparently, the compatibility symlink at /usr/X11R6 can be missing). Fixes Bugzilla #4706.
Ryan C. Gordon 02a2ec98 2019-10-15T14:55:09 video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
Ryan C. Gordon 9f636be8 2019-10-15T14:04:43 video: Removed unused variables.
Ryan C. Gordon e23067ea 2019-10-15T14:03:01 video: speed up SDL_FillRect[s] slightly (thanks, Jakub!). "This patch does the following: * Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case) with a count of 1 * The switch/case block is moved out of the loop -- it modifies the color once and stores the fill routine in a pointer which is then used throughout the loop" Fixes Bugzilla #4674.
Ryan C. Gordon d5e378d1 2019-10-15T00:59:10 cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!). Fixes Bugzilla #4809.
Alex Szpakowski 074f6a51 2019-10-14T00:51:53 macOS: Fix the initial window background not being black since macOS 10.14.2 or so, when OpenGL is used (bug #4810). Also fixes "CGContext: invalid context 0x0" errors when an OpenGL window is created (bug #4470).
Alex Szpakowski 009226c6 2019-10-13T21:39:20 macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822).
Alex Szpakowski f8bdefe1 2019-10-13T15:18:28 macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized.
Alex Szpakowski 1773da89 2019-10-13T12:16:40 macOS: Fix a new issue in 10.15 where the window decorations don't always get restored after SDL_SetWindowFullscreen(window, 0).
Sylvain Becker 3b0dcaf4 2019-10-12T18:47:56 Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!) fix building with Mesa 19.2 With Mesa 19.2 building fails with: /include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr' The same type is defined in include/SDL_opengl.h for OpenGL and the two headers should not be included at the same time. This was just never noticed because the same header guard '__gl_h_' was used. This was changed in Mesa. The result is this error. Fix this the same way GLES2 already handles this: Don't include the GLES header when the OpenGL header was already included. (https://hg.libsdl.org/SDL/rev/6a3670d6108d)
David Ludwig c61ca915 2019-10-02T14:55:02 WinRT: fix a link-time error when building UWP + x64
Brandon Schaefer ee6d504a 2019-09-24T17:49:53 offscreen: Define missing define on a older EGL for an EXT function which it wont have
Brandon Schaefer 8a41948e 2019-09-24T17:27:51 offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
Brandon Schaefer 68985371 2019-09-24T16:36:48 offscreen: Add new video driver backend Offscreen The Offscreen video driver is intended to be used for headless rendering as well as allows for multiple GPUs to be used for headless rendering Currently only supports EGL (OpenGL / ES) or Framebuffers Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE Adds testoffscreen.c which can be used to test the backend out Disabled by default for now
Sylvain Becker 79e388bf 2019-09-10T17:12:34 Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9
Sam Lantinga 715e070d 2019-09-06T08:50:19 SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC The LE transformation for vec_perm has an implicit assumption that the permutation is being used to reorder vector elements (in this case 4-byte integer word elements), not to reorder bytes within those elements. Although this is legal behavior, it is not anticipated by the transformation performed by the compilers. This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are corrupted there due to how SDL uses vec_perm(). From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465 Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
Conn O'Griofa 2d37d291 2019-09-06T08:44:46 KMSDRM_GLES_SwapWindow: fix non-vsync case If KMSDRM_drmModeSetCrtc is called when the swap interval is set to 0, the driver behaves as though vertical sync is engaged by limiting framerate to the refresh rate, but performance is much worse than with vertical sync enabled. Resolve this issue by ensuring that the Crtc is only set up once, and KMSDRM_drmModePageFlip is called, albeit without any followup queueing or waiting for flips.
Ozkan Sezer 8a394209 2019-09-05T20:47:20 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
Sylvain Becker bf2f4703 2019-09-05T10:49:53 SDL_windowsmessagebox.c: remove unused variable
Sylvain Becker 1b5e3c19 2019-09-05T10:08:47 SDL_bmp.c: remove unused variable warnings
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Sam Lantinga 892c8d50 2019-09-03T11:55:20 Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c Ozkan Sezer As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch() returns pitch==0, which is then fed to SDL_malloc() (which is malloc()) and malloc(0) returns _something_ which is not NULL but not someting that we expect.. Then testsprite.c:LoadSprite() accesses the pixels as *(Uint8*)pixels which valrind reports as: ==15533== Invalid read of size 1 ==15533== at 0x8048C08: LoadSprite (testsprite.c:45) ==15533== by 0x80492FC: main (testsprite.c:224) ==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd ==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270) ==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126) ==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Besides, valrind also reports this: ==15533== Conditional jump or move depends on uninitialised value(s) ==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
Ozkan Sezer b21338eb 2019-09-02T12:35:00 SDL_bmp.c: restore most of the original formatting.
Sylvain Becker 6c295129 2019-08-31T22:58:11 LoadBMP: fix some warnings
Sylvain Becker 830979c5 2019-08-31T22:52:15 LoadBMP: use code from SDL_image which allows loading compressed BMP files
Sam Lantinga cc64b369 2019-08-30T15:32:15 Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
Sam Lantinga afb9ff95 2019-08-30T08:03:19 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
Ozkan Sezer 9c8e403f 2019-08-30T11:35:20 use 'U' suffix on constants instead of (unsigned int) cast.
Sylvain Becker d52080c0 2019-08-30T09:00:06 Android: minor warning
Sylvain Becker 70dc8d16 2019-08-30T08:55:20 Android: fix corresponding warnings
Sam Lantinga 13c4d5e7 2019-08-26T17:43:01 Fixed Windows relative mouse coordinates when capturing the mouse over RDP
Ozkan Sezer 1e47790c 2019-08-26T18:41:40 RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
Alex Szpakowski dd29abb4 2019-08-22T19:23:52 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
Alex Szpakowski 79cd6cfc 2019-08-15T19:38:12 iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
Sam Lantinga 2a1adf71 2019-08-05T23:52:16 Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag Caleb Cornett SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
Sam Lantinga afdb40af 2019-08-05T23:38:48 Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running M Stoeckl To reproduce: 1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland. 2. Kill the compositor process. Results: - The SDL program will keep running. Expected results: - The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?) Build data: 2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Alex Szpakowski f3683d3a 2019-08-04T23:30:55 macOS: fix a typo in touch handling code.
Alex Szpakowski 109cbd6e 2019-08-04T16:56:40 Fix touch-related compile errors on Linux.
Alex Szpakowski 2fb71ac5 2019-08-04T00:34:23 Implement touch window IDs on x11/xinput2.
Sam Lantinga 63197c43 2019-08-02T17:19:50 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex. Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
Alex Szpakowski d5ec735a 2019-08-01T18:22:12 Add a windowID field to SDL_TouchFingerEvent (bug #4331). This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
Ozkan Sezer c37c6cbb 2019-07-31T23:37:02 use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
Ozkan Sezer 4953e050 2019-07-31T05:11:40 use SDL_zeroa at more places where the argument is an array.
Sam Lantinga 97fefd05 2019-07-30T11:00:00 Fixed bug 4538 - validate image size when loading BMP files
Sam Lantinga 31cb854f 2019-07-30T10:04:46 Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK Joshua Root NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
Ethan Lee bf9bf602 2019-07-17T23:20:57 Copypaste SDL_NSLog to UIKit backend, document it as such
Sam Lantinga e7c2cf10 2019-07-15T09:36:53 Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows? superfury I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events? My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
Alex Szpakowski 8fb8adfc 2019-07-13T17:04:02 macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK. Fixes bug #4714.
Ryan C. Gordon 27ad8e5d 2019-07-11T01:07:14 cocoa: Set keyboard mod state correctly when turning off capslock. Fixes Bugzilla #4716.
Sylvain Becker 86965eec 2019-07-10T10:06:28 x11: prevent a synthetic mouse event when using a touchscreen With multitouch, register to receive XI_Motion (which desctivates MotionNotify), so that we can distinguish real mouse motions from synthetic one. (bug 4690)
Ryan C. Gordon 6ef01e52 2019-07-09T17:28:02 x11: set some modality things on message boxes with parent windows.
Ryan C. Gordon e841b066 2019-07-08T13:41:01 cocoa: Another attempt at mouse vs touch support. This time, we make anything we think is a MacBook trackpad report its touches as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events, and let all mouse input--even if the OS synthesized it from a multitouch trackpad on our behalf--look like physical input. This is backwards from reality, but produces the results most apps will expect. Note that if you have a real touch device that doesn't appear to be the trackpad, it'll produce real touch events with unique device ids, so it's not a total loss here, but also note that the way we decide if it was the trackpad is an imperfect heuristic; it happens to work out right now, but it's not impossible that a real touchscreen could come to the Mac at some point and (incorrectly?) call it a "mouse" input, etc. But for now, good enough. Fixes Bugzilla #4690.
Cameron Gutman 7e09718d 2019-07-07T11:23:16 Ignore synthetic mouse events generated for touchscreens Windows generates fake raw mouse events for touchscreens for compatibility with legacy apps that predate touch support in Windows. We already handle touch events explicitly, so drop the synthetic events to avoid duplicates.
Ryan C. Gordon b46c7719 2019-07-02T16:49:35 raspberry: Actually commit the whole patch. :) (Thanks, Joe!) Fixes Bugzilla #4699.
Ryan C. Gordon d2d06f44 2019-07-02T12:29:36 cocoa: Don't report trackpad mouse events as synthesized touches. Fixes Bugzilla #4690, sort of. I guess.
Ryan C. Gordon d2058b45 2019-07-02T10:26:54 raspberry: Fixed missing mouse cursor (thanks, Joe!) "Starting with changeset 12433, the mouse cursor is not displayed on the Raspberry Pi platform, due to a bug in the handling of the new "global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor, the function immediately returns 0. The function should not return here. Instead, if cursor == global_cursor, it shouldn't try to hide the current cursor and update global_cursor = cursor. However, it *should* still continue through the rest of the function." Fixes Bugzilla #4699.
Alex Szpakowski 027887da 2019-07-01T14:52:56 iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
Sylvain Becker 22a2decf 2019-06-28T16:38:42 Android: concurrency issues, make sure Activity is in running State when calling functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext Bugs 4694, 4681, 4142
Sylvain Becker aa45af7f 2019-06-28T16:05:20 Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext from SDL_egl_c.h
Ryan C. Gordon 57e08c27 2019-06-26T13:21:43 cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit. Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"), asking the user to authorize the app to listen to all keyboard input in the system, which is unacceptable. I _think_ we were using IOKit under incorrect presumptions here; the Stack Overflow link mentioned in it was complaining about not being able to use flagsChanged to differentiate between left and right mod keys, but that's not an issue for capslock. It's also possible this code was trying to deal with capslock changing when the window didn't have focus, but we handle this elsewhere now, if we didn't at the time.
Ryan C. Gordon 0beadea5 2019-06-26T01:29:01 windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!) GetWindowText() wants you to tell it the size of the buffer--including the terminating NULL char--but we weren't counting that last char, losing the last char of the string in the process. This was only seen with the special case of SDL_CreateWindowFrom() to use an existing native window, not the usual SDL_CreateWindow() codepath. Fixes Bugzilla #4696.
Sam Lantinga bd952900 2019-06-19T06:40:50 Use SDL C runtime functions
Sylvain Becker faed7f83 2019-06-19T10:11:38 KMSDRM: fix inverted strcmp, remove useless if test (Bug 4624)
Sylvain Becker 5998c513 2019-06-19T09:16:53 KMSDRM: fix compilation on linux, no d_namlen (Bug 4624)
Ryan C. Gordon d0fa93d6 2019-06-19T00:52:34 wayland: Fixed C99-style variable declaration inside for-loop.
Sam Lantinga 99abcbb2 2019-06-18T14:15:10 Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks Jan Martin Mikkelsen Patch to scan /dev/dri based on names rather than file type Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0. The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
Ryan C. Gordon d3bedda4 2019-06-18T16:53:49 cocoa: Patched to compile and also handle possible malloc failure.
Sam Lantinga 3e720d2a 2019-06-18T13:41:38 Fixed potential double-free in mouse cleanup code
Sylvain Becker e96d4760 2019-06-18T18:53:58 Android: resize with software rendering, reverted again (Bug 4669)
Sylvain Becker 12b92260 2019-06-18T18:40:40 Android: try to fix resize with software rendering (bug 4669)
Sylvain Becker a55c0e14 2019-06-18T10:23:19 Android: revert previous commit (Bug 4669) (Refs #1)
Sylvain Becker f2157b6c 2019-06-17T22:31:36 Fixed bug 4669: Android software renderer, black screen when window resizes Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Alex Szpakowski f4625f52 2019-06-16T13:52:27 iOS: remove some code which could affect the state of UIViews that aren't owned by SDL. It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
Ryan C. Gordon ed8b78d3 2019-06-14T21:18:53 cocoa: ignore compiler warnings about OpenGL being deprecated.
Ryan C. Gordon 90e2dc98 2019-06-14T18:23:51 A few minor changes to placate static analysis.
Sam Lantinga 1213fe79 2019-06-14T13:56:42 Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
Ryan C. Gordon d9a2eff2 2019-06-13T21:31:03 cocoa: Another attempt at synthesized mouse/touch events.
Ryan C. Gordon 29457464 2019-06-13T01:57:13 cocoa: Revised synthesized mouse/touch event strategy. I _think_ I understand what Sylvain is working on here now, so hopefully I got this right. Fixes Bugzilla #4576. (I think!)
Alex Szpakowski 50f51231 2019-06-12T19:57:30 macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!) Fixes bug #4518.
Alex Szpakowski 74e86a51 2019-06-12T19:15:56 iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659).
Ryan C. Gordon 32ead2cb 2019-06-12T15:37:07 vulkan: Fixed use-after-free bug.
Sam Lantinga 69d27a69 2019-06-11T18:13:46 Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically Dzmitry Malyshau Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]). There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically. [1] https://github.com/gfx-rs/portability [2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
Sebastian Krzyszkowiak 797b2813 2019-06-12T00:55:05 wayland: HiDPI support
Ryan C. Gordon 04b50f6c 2019-06-11T16:19:01 cocoa: Backed out CVDisplayLink code for macOS vsync. This was to deal with broken vsync support in macOS 10.14, which we assumed would remain broken indefinitely, but a later 10.14 released fixed it. This is a loss of late-swap support, but there are several subtle problems in our CVDiplayLink code that are also evaporating, to be fair. Fixes Bugzilla #4575. (Backed out changeset 8760fed23001)
Sam Lantinga aa80d279 2019-06-11T08:33:30 Fix build with the 10.10 SDK
Ryan C. Gordon 5fb20b30 2019-06-11T02:14:59 video: fixed compiler warning on Visual Studio.
Ryan C. Gordon 399df540 2019-06-11T01:14:24 windows: Drop WM_ACTIVATE when window is hidden, but only if being activated. Fixes Bugzilla #4571.
Sylvain Becker f9a9193e 2019-06-10T21:58:03 Android: add MinimizeWindow function (Bug 4580, 4657) shouldMinimizeOnFocusLoss is un-activated (return false)
Ryan C. Gordon 781692c0 2019-06-09T19:27:25 cocoa: report proper input IDs for mouse/touch events. Otherwise, we generate incorrect mouse events for MacBook trackpads (which are also multitouch devices), etc. Partially fixes Bugzilla #4576.
Sam Lantinga e43550c0 2019-06-09T14:08:18 Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working Caleb Cornett On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all. I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
Sam Lantinga 48ac92af 2019-06-08T18:40:11 Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library Sylvain On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1: - it loads first by default GLESv2 libraries - creates the rendere OpenGLES 1 - recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 ) But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent. If you, at first, set SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); It will correctly load GLES v1 libraries. Here's a small patch to reload egl libs when SDL_RecreateWindow() is called. It fixes the issue, also the case from bug 4042 ( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
Sam Lantinga 2b6473dc 2019-06-08T15:10:20 Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll msmshazan Update ANGLE Libraries to support d3dcompiler_47.dll since chrome does not ship with d3dcompiler_46.dll and d3dcompiler_43.dll
Sam Lantinga 8728ce44 2019-06-08T14:54:37 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface Martin Gerhardy These functions are really useful and should get exposed imo.
Sam Lantinga f2c8d8e9 2019-06-08T10:47:43 Fixed bug 4443 - Incorrect scan code reported for numpad 5 bplu4t2f When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
Alex Szpakowski 9b581159 2019-05-26T18:53:36 iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629.
Sam Lantinga 7ec514d4 2019-05-22T17:39:51 Improved iOS Bluetooth keyboard support * Don't stop text input after the return key is pressed * Handle arrow and escape keys
Sam Lantinga a4e33b9c 2019-05-20T14:31:03 Added support for Bluetooth keyboards on iOS In this case the keyboard is shown and immediately hidden, but we still want to accept text input
Sam Lantinga 582a3c99 2019-05-20T14:08:35 Fixed mouse focus for touch events on iOS