|
208c4b03
|
2018-10-04T20:21:58
|
|
metal: CopyEx transform matrix must be aligned for constant buffer access.
|
|
638d624f
|
2018-10-04T20:21:23
|
|
metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
|
|
1ecf4dfc
|
2018-10-04T16:34:44
|
|
render: Added SDL_RenderFlush().
|
|
09140bd8
|
2018-10-04T16:11:43
|
|
render: Move PSP backend to new interface.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.
If it's broken, send patches. :)
|
|
9fedff99
|
2018-10-03T23:37:29
|
|
render: moved software renderer to new interface.
|
|
bd08a4e6
|
2018-10-03T19:05:20
|
|
render: D3D11 now cycles through 8 vertex buffers.
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
|
|
a9094a21
|
2018-10-03T18:23:53
|
|
render: D3D11 renderer patched to compile.
|
|
6e6f7382
|
2018-10-03T00:52:37
|
|
render: first (untested!) shot at converting D3D11 renderer to new interfaces.
Probably doesn't even compile yet.
|
|
0c2e10dc
|
2018-10-01T22:53:45
|
|
render: Make the GL backends cache and defer more state changes.
|
|
fcb46813
|
2018-10-01T13:41:15
|
|
render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
|
|
709f5ee4
|
2018-10-01T11:32:08
|
|
render: Set the D3D9 stream source once and choose offsets during draw calls.
This is _much_ faster than setting the offsets with SetStreamSource!
|
|
9870746b
|
2018-10-01T03:02:54
|
|
render: Patched to compile.
|
|
5e644cfd
|
2018-10-01T01:23:02
|
|
render: first shot at moving Direct3D 9 backend to new interface. Untested!
|
|
fdc52a65
|
2018-09-29T04:00:38
|
|
render: patched to compile on C89 compilers, other untested code fixes.
|
|
daad53af
|
2018-09-28T19:48:14
|
|
opengles1: set some non-zero drawstate defaults.
|
|
c20a858d
|
2018-09-28T19:47:44
|
|
render: moved opengles2 over to new interface.
|
|
22475bf3
|
2018-09-26T20:10:32
|
|
cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
|
|
0d588cc4
|
2018-09-25T21:35:09
|
|
render: Do state cache improvements for GLES1, too.
|
|
d04e5524
|
2018-09-25T19:20:31
|
|
render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
|
|
06461bba
|
2018-09-25T17:04:47
|
|
render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
|
|
43f15e05
|
2018-09-25T16:17:10
|
|
render: opengles renderer actually works now. :)
|
|
b2db99cb
|
2018-09-25T10:41:25
|
|
render: First shot at converting opengles renderer to new interfaces.
|
|
c01da217
|
2018-09-24T12:30:47
|
|
render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
|
|
051d1cfc
|
2018-09-24T02:08:34
|
|
render: Make opengl backend take advantage of new high-level features.
|
|
8ac5c00a
|
2018-09-24T02:07:35
|
|
render: Add command queue debug logging.
|
|
2241b33f
|
2018-09-23T23:22:56
|
|
render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
|
|
cc56de44
|
2018-09-23T23:20:40
|
|
render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
|
|
8955fb9b
|
2018-09-20T16:40:04
|
|
render: First shot at moving metal backend over to new batching system.
|
|
55cb9966
|
2018-09-20T16:36:54
|
|
render: first shot at reworking opengl backend for new batching system.
|
|
5fb67f9f
|
2018-09-20T15:46:02
|
|
render: Move to a batching system for rendering (work in progress).
|
|
a2f7af9a
|
2018-09-09T15:09:38
|
|
gles2: Make render command queue dynamic.
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
|
|
0d327529
|
2018-09-08T18:26:11
|
|
gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.
This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
|
|
264b81b4
|
2018-09-06T00:56:13
|
|
metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
|
|
80021c21
|
2018-09-05T15:28:06
|
|
Speculatively disable rumble on the Razer Panthera Evo, which doesn't have rumble motors and probably hangs in the same way the Panthera does.
|
|
96259f1f
|
2018-09-05T12:16:01
|
|
Don't overwrite the default binding when changing the binding for a controller that was using the default.
|
|
963e74d6
|
2018-09-05T11:24:23
|
|
Added binding for Mad Catz FightStick TE S+ (PS3) on Mac OS X
|
|
c152e380
|
2018-09-05T11:18:50
|
|
Added support for the Razer Panthera Fightstick
Fixed bindings for the Mad Catz FightStick TE S+
|
|
3634e563
|
2018-09-01T20:47:12
|
|
metal: SDL_UpdateYUVTexture shouldn't swap planes based on format.
|
|
34237b80
|
2018-08-31T18:10:21
|
|
Better fix to make sure we're only returning controllers from the HIDAPI joystick API
|
|
4ffcd88c
|
2018-08-31T17:47:34
|
|
Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID.
|
|
5ef8eb49
|
2018-08-29T20:55:02
|
|
Don't show the Razer Raiju sound interface as a game controller
|
|
90a5607d
|
2018-08-29T20:23:42
|
|
Fixed compiler warning and use higher precision in angle calculation
|
|
207428b4
|
2018-08-29T20:23:39
|
|
Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.
|
|
16ccff3c
|
2018-08-29T20:23:36
|
|
Fixed whitespace
|
|
fda14741
|
2018-08-29T18:56:54
|
|
Fixed Xbox One S Bluetooth support on Mac OS X
|
|
b6aaefc7
|
2018-08-29T11:04:02
|
|
SDL_evdev.c: undefine _THIS before redefining it.
src/core/linux/SDL_evdev.c:104:1: warning: "_THIS" redefined
In file included from src/core/linux/../../events/SDL_events_c.h:26,
from src/core/linux/SDL_evdev.c:45:
src/core/linux/../../events/../video/SDL_sysvideo.h:146:1: warning: this is the location of the previous definition
|
|
92396f7d
|
2018-08-28T16:19:31
|
|
Fixed Windows build
|
|
404ba5ee
|
2018-08-28T13:37:11
|
|
Fixed bug 4229 - Add support for ABGR format in DirectFB renderer
Alexandre
DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.
A patch is attached and should add support for ABGR pixel format devices.
|
|
87bc1fb5
|
2018-08-28T12:57:51
|
|
GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.
To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.
As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.
Additional background:
* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]
[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110
Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
|
|
a1ca8441
|
2018-08-26T20:37:23
|
|
Update the cursor clipping each frame, in case it was stolen by another application.
|
|
15b3794f
|
2018-08-26T10:34:23
|
|
Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.
There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.
Also fixed whitespace and SDL coding style
|
|
09ab752a
|
2018-08-24T10:41:57
|
|
Implement SDL_HapticStopEffect on Android (thanks Rachel!)
|
|
a794126d
|
2018-08-24T09:49:48
|
|
vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
|
|
a003fa0a
|
2018-08-23T14:05:25
|
|
Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!)
|
|
50d50025
|
2018-08-23T02:21:17
|
|
Fixed build
|
|
088070e5
|
2018-08-22T23:47:29
|
|
Moved display orientation handling on iOS out to a separate function for Qt apps
|
|
f225af0c
|
2018-08-22T21:48:28
|
|
Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
|
|
f1bc1c12
|
2018-08-22T17:44:28
|
|
Fixed crash trying to open HIDAPI controller as a haptics device on Windows
|
|
6f758ad2
|
2018-08-21T20:03:54
|
|
Moved SDL_IsTablet() to a cross-platform API function
|
|
e9f6805f
|
2018-08-21T19:42:19
|
|
Removed dependency on C++ runtime on iOS
|
|
c6647bf9
|
2018-08-21T17:24:12
|
|
Added the iOS sensor implementation
|
|
3e5dbc69
|
2018-08-21T13:29:21
|
|
Added a dummy sensor driver
|
|
7c3040e0
|
2018-08-21T12:11:34
|
|
First pass on the new SDL sensor API
|
|
109544ca
|
2018-08-21T11:23:47
|
|
Add SDL_IsTablet() to Android and iOS SDL.
|
|
0d22559e
|
2018-08-21T10:25:30
|
|
Fixed Android build error
|
|
5dfa4043
|
2018-08-20T21:19:17
|
|
Fixed warnings building on Mac OS X 64-bit
|
|
6b3f11e2
|
2018-08-20T21:18:56
|
|
Fixed code style
|
|
aeea6b9b
|
2018-08-18T12:30:04
|
|
Emscripten: Fixed SDL_SYSTEM_CURSOR_SIZEALL
|
|
90454b1e
|
2018-08-16T11:01:02
|
|
SDL_hidapi_ps4.c: define NTDDI_VISTA / _WIN32_WINNT_VISTA if not defined
it still needs a Vista or newer Platform SDK to build, though.
|
|
7d3a7ef8
|
2018-08-15T23:35:54
|
|
Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
|
|
a2add1f6
|
2018-08-15T23:14:45
|
|
Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button.
|
|
3f5ff751
|
2018-08-15T23:14:43
|
|
Use a unified name list for Xbox 360 and Xbox One controllers for drivers that can handle both
|
|
aad340eb
|
2018-08-15T19:53:36
|
|
Added Windows Xbox controller state packet handling, for completeness.
|
|
63107524
|
2018-08-15T19:53:34
|
|
Fixed input from the Steam Virtual Gamepad on Mac OS X
|
|
0903e835
|
2018-08-15T19:53:31
|
|
Use SDL specific window class to avoid conflicting with Steam
|
|
c8866658
|
2018-08-15T19:53:30
|
|
Catch device removal as well as device arrival on Windows
|
|
641c674f
|
2018-08-15T19:53:28
|
|
Turned off debug messages
|
|
51902010
|
2018-08-15T19:53:26
|
|
Remove the HIDAPI device if we get a read error from it
This fixes detecting PS4 controller disconnect on Mac OS X, where there isn't any device removed notification
|
|
dfbd7f65
|
2018-08-15T19:53:24
|
|
Fixed Mac OS X build
|
|
ec74c318
|
2018-08-15T19:53:22
|
|
Polling hid_enumerate() every 3 seconds causes freezes and stutters on some USB audio devices and mice.
We'll only enumerate devices when we get notification that the system devices have changed
|
|
2dc04b4c
|
2018-08-10T15:22:02
|
|
libm: one more static analysis fix.
|
|
67a48ad1
|
2018-08-10T15:04:08
|
|
haiku: Patched to compile with new joystick interfaces.
|
|
e1ac643b
|
2018-08-10T14:54:26
|
|
bsd: Patched to compile.
(I think.)
|
|
67764070
|
2018-08-10T14:42:40
|
|
bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
|
|
b692c352
|
2018-08-10T14:32:30
|
|
emscripten: Patched to compile with new joystick interfaces.
|
|
941f8ecf
|
2018-08-10T14:10:47
|
|
joystick: define inline to SDL_INLINE
|
|
0b2863d4
|
2018-08-10T14:09:44
|
|
joystick: #if 0'd out some things that aren't currently used.
Fixes some compiler warnings.
|
|
a7c3d2af
|
2018-08-10T11:50:55
|
|
SDL_hidapi_ps4.c: lowercase windows header names.
|
|
4f41f07d
|
2018-08-09T16:05:48
|
|
Added missing files from previous commits
|
|
31b02243
|
2018-08-09T16:04:45
|
|
Added notes that this code was contributed by Valve
|
|
99759bac
|
2018-08-09T16:04:34
|
|
There's no controller that's supported by both XInput and HIDAPI
|
|
ab07ce11
|
2018-08-09T16:04:30
|
|
Don't update the device list for devices we know aren't supported
This should reduce HID enumeration (hitting the USB bus) if for some reason we're getting spammed with false device insert/removal events
|
|
28e0c0ee
|
2018-08-09T16:04:21
|
|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 13:00 -0700
Backed out changeset 794a209b2270
http://hg.libsdl.org/SDL/rev/2e2ecdac957c
|
|
25a952e7
|
2018-08-09T16:04:18
|
|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 11:58 -0700
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
http://hg.libsdl.org/SDL/rev/794a209b2270
|
|
888bf1af
|
2018-08-09T16:03:50
|
|
Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
|
|
f35e97ba
|
2018-08-09T16:03:29
|
|
Fixed Windows build
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
ba90412c
|
2018-08-08T15:39:20
|
|
libm: Don't let Visual Studio generate an implicit memset() call.
|
|
4cb84b8f
|
2018-08-08T12:36:54
|
|
backout INFINITY change...of course Visual Studio doesn't have it.
|
|
257071fc
|
2018-08-08T12:19:01
|
|
e_exp: One more compiler warning.
|